diff --git a/NewHorizons/Builder/General/AstroObjectBuilder.cs b/NewHorizons/Builder/General/AstroObjectBuilder.cs index 5f8737b5..45966762 100644 --- a/NewHorizons/Builder/General/AstroObjectBuilder.cs +++ b/NewHorizons/Builder/General/AstroObjectBuilder.cs @@ -41,9 +41,6 @@ namespace NewHorizons.Builder.General var alignmentAxis = config.Orbit.alignmentAxis ?? new Vector3(0, -1, 0); // Start it off facing the right way - var facing = body.transform.TransformDirection(alignmentAxis); - body.transform.rotation = Quaternion.FromToRotation(facing, alignmentAxis) * body.transform.rotation; - var alignment = body.AddComponent(); alignment.SetTargetBody(primaryBody?.GetAttachedOWRigidbody()); alignment._localAlignmentAxis = alignmentAxis; @@ -52,7 +49,7 @@ namespace NewHorizons.Builder.General // Have it face the right way var currentDirection = alignment.transform.TransformDirection(alignment._localAlignmentAxis); var targetDirection = alignment.GetAlignmentDirection(); - alignment.transform.rotation = Quaternion.FromToRotation(currentDirection, targetDirection); + alignment.transform.rotation = Quaternion.FromToRotation(currentDirection, targetDirection) * alignment.transform.rotation; alignment._owRigidbody.SetAngularVelocity(Vector3.zero); // Static bodies won't update rotation with physics for some reason