You can get the steering wheel’s y
rotation with Quaternion.eulerAngles
and getting the y
component:
float rotateAngle = stairing.transform.localRotation.eulerAngles.y;
You can set the mirror’s localRotation
to only rotate by rotateAngle
around the Z axis by calling Quaternion.Euler
with a forward vector whose length is the angle you’d like to rotate:
mirror.transform.localRotation = Quaternion.Euler(Vector3.forward * rotateAngle);
In your case, combining them might look like this:
void Update()
{
float rotateAngle = stairing.transform.localRotation.eulerAngles.y;
mirror.transform.localRotation = Quaternion.Euler(Vector3.forward * rotateAngle );
}