In my scene I have a mesh (a ship) which points forwards along the X axis.
When adding a PlayerStart component to my scene and defining its orientation, the PlayerStart points along the Y axis.
When I now start the game my camera will look in the desired direction specified by the PlayerStarts orientation. But the ship will look at the X axis.
In my mesh viewport the ship is looking along the X axis and the camera is looking at the ship from behind.
How can I make the ship also looking in the orientation of the PlayerStart? I need change the orientation in the mesh viewport? I would be reluctant to do. How can I match the meshs’ forward direction with the PlayerStarts’ orientation in the editor?
Thanks for your answer. If I rotate my mesh 90° around Z it will work. But then my rotation calculation goes wrong. Is it not best practice to let the mesh pointing to the X-axis (forward) in the viewport?
The blue arrow should be facing down the X axis. Are you sure you don’t have your Gizmo turned onto local space instead of world space? Thats a common problem. In your upper right of your viewport, you should see a Earth for world space or a Box for local space.
Ah ok. I see the icon. But it’s a little bit confusing. If the world-icon is shown: is it means that I am currently in world-mode or is it mean “switch to world mode”?
ok, thanks but what do you exactly mean with “the blue arrow should facing down the x axis”? Like this: Imgur: The magic of the Internet ? But this only works in local space. If I rotate in world space, the Z-Arrow always points upwards. If I do this rotation you see in the image my ship will also be rotated downwards in game.