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value: 0.7071068 + value: 0 objectReference: {fileID: 0} - target: {fileID: 1274925484904774216, guid: 9c14416700e33b042b3edcca636a9b4d, type: 3} propertyPath: m_LocalRotation.z @@ -5305,7 +5313,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 1274925484904774216, guid: 9c14416700e33b042b3edcca636a9b4d, type: 3} propertyPath: m_LocalEulerAnglesHint.y - value: 90 + value: 0 objectReference: {fileID: 0} - target: {fileID: 1274925484904774216, guid: 9c14416700e33b042b3edcca636a9b4d, type: 3} propertyPath: m_LocalEulerAnglesHint.z diff --git a/Assets/Scripts/Objects/ObjectHealth.cs b/Assets/Scripts/Objects/ObjectHealth.cs index d89f66656a116a79debeb986ef8cee4bbf6aa5d1..aea56ec17f914dbe9666b3f3c1bfa090b442d134 100644 --- a/Assets/Scripts/Objects/ObjectHealth.cs +++ b/Assets/Scripts/Objects/ObjectHealth.cs @@ -61,6 +61,8 @@ private void Shatter() //set the position and rotation of the broken object to the pos/rot of the unbroken one broken2.transform.position = broken1.transform.position; broken2.transform.rotation = broken1.transform.rotation; + Debug.Log("b1" + broken1.transform.eulerAngles); + Debug.Log("b2" + broken2.transform.eulerAngles); Vector3 velocity = broken1.GetComponent<Rigidbody>().velocity; //deactivate the unbroken object and activate the broken one broken1.SetActive(false);