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@tarukosu
Created December 18, 2017 11:21
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originToTangoOrigin.cs
var originToMarker = Matrix4x4.TRS(obj.position, obj.rotation * Quaternion.Euler(90, 0, 0), Vector3.one);
var tangoOriginToMarker = Matrix4x4.TRS(TangoController.transform.position, TangoController.transform.rotation, Vector3.one);
var originToTangoOrigin = originToMarker * tangoOriginToMarker.inverse;
var rot = GetRotationFromMatrix(originToTangoOrigin);
transform.parent.SetPositionAndRotation(originToTangoOrigin.MultiplyPoint(Vector3.zero), rot);
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