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B) + C; - Vector3 scale = new Vector3(Vector3.Distance(A, B), 1.0F, Vector3.Distance(B, C)); + Vector3 scale = new Vector3(Vector3.Distance(B, C), Vector3.Distance(A, B), 1.0F); LocalScale = scale * 0.5F; @@ -103,12 +103,9 @@ protected void calculate_vectors(){ Vector3 normal = Vector3.Cross((A-B), (B-C)); lookObject.transform.position = normal + Position; */ - Vector3 from = (A - B).normalized; - Vector3 to = (C - B).normalized; - Vector3 up = Vector3.Cross(from, to); - Vector3 forward = Vector3.Cross(up, from); - Rotation = Quaternion.LookRotation(forward, new Vector3(1.0F, 0.0F, 0.0F)); + Rotation = Quaternion.LookRotation(Vector3.Cross((A-B), (C-B)), Vector3.up); + //Rotation = Quaternion.LookRotation(forward, new Vector3(1.0F, 0.0F, 0.0F)); }