Prefabs always facing north when CreateEntitySolved

I have set up a check to check where a large box is being built and to disallow it then spawn a large box on that spot but the rotation is always off no matter what I do it always faces north/south istead of facing the way it was placed. (target is Construction.Target)

var boxSpawn = GameManager.server.CreateEntity("assets/prefabs/deployable/large wood storage/box.wooden.large.prefab", target.position, new Quaternion());
                
boxSpawn.Spawn();​

The Quaternion parameter affects rotation. You can base it off the target, player, or whatever you want. It's a Unity construct.

m8WbPQoNVnZGla5.jpg WhiteThunder

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 post

player.transform.rotation also has the same results of it wanting to only be facing in a persistant north direction


Merged post

I 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. 
Locked automatically