// Start is called before the first frame update void Start() { if (this.target == null) { return; } xAxis = new GameObject { name = "xAxis" }; xAxis.DrawCircle(objectRadius, 2f, Color.red, xAxisRotationVect); //xAxis.transform.rotation = Quaternion.Euler(xAxisRotationVect); //xAxis.transform.Rotate (yAxisRotationVect,Space.Self); xAxis.transform.position = transform.position; xAxis.transform.SetParent(transform, true); yAxis = new GameObject { name = "yAxis" }; yAxis.DrawCircle(objectRadius, 2f, Color.green, yAxisRotationVect); //yAxis.transform.Rotate (yAxisRotationVect,Space.Self); //yAxis.transform.rotation = Quaternion.Euler(yAxisRotationVect); yAxis.transform.position = transform.position; yAxis.transform.SetParent(transform, true); zAxis = new GameObject { name = "zAxis" }; zAxis.DrawCircle(objectRadius, 2f, Color.blue, zAxisRotationVect); //zAxis.transform.Rotate (zAxisRotationVect,Space.Self); //zAxis.transform.rotation = Quaternion.Euler(zAxisRotationVect); zAxis.transform.position = transform.position; zAxis.transform.SetParent(transform, true); roll = gameObject.AddComponent <Roll> () as Roll; roll.SetAngles(-33, 33); jaw = gameObject.AddComponent <Jaw> () as Jaw; jaw.SetAngles(-16, 16); pitch = gameObject.AddComponent <Pitch> () as Pitch; pitch.SetAngles(16, -16); }