The Quaternion parameter affects rotation. You can base it off the target, player, or whatever you want. It's a Unity construct.
Right, I have tried target.rotation in place of Quaternion which just results in the error " cannot convert from 'UnityEngine.Vector3' to 'UnityEngine.Quaternion' " same thing with doing "player.transform.rotation", So Ive also tried doing
var spawnLocker = GameManager.server.CreateEntity("assets/prefabs/deployable/large wood storage/box.wooden.large.prefab", target.position, Quaternion.Euler(target.rotation));
This just results in it still facing north/south. I am probably taking this at a bad angle and there is something I am missing.
Merged postplayer.transform.rotation also has the same results of it wanting to only be facing in a persistant north direction
Merged postI have figured it out and I dont know how I didnt realize before, instead of just spawning a new box I just used the entity of the already placed box.