# BoundingBoxGizmo and PlaneRotationGizmo on same mesh causes issues

**URL:** <https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903>\
**Category:** Questions\
**Created:** [September 13, 2022, 6:17pm UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903 "2022-09-13T18:17:25Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![flex](https://avatars.discourse-cdn.com/v4/letter/f/8baadc/32.png) [@flex](https://forum.babylonjs.com/u/flex)\
**Post date:** [September 13, 2022, 6:17pm UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903/1 "2022-09-13T18:17:25Z")

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Hi All-

PlaneRotationGizmo does not update the rotation of attached mesh when there is also a BoundingBoxGizmo attached to the same mesh.

What’s interesting is that it does update the rotation of the mesh as it appears in the scene, but this is not reflected in the property on the mesh.

I suspect the rotation sphere on the BoundingBoxGizmo has something to do with it.

Any ideas about how to deal with this issue?

> **[Babylon.js Playground](https://playground.babylonjs.com/#DEYAQ5%23155)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

Thanks-

Flex

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<div class="post-metadata">

**Author:** ![sebavan](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/sebavan/32/57_2.png) [@sebavan](https://forum.babylonjs.com/u/sebavan)\
**Post date:** [September 13, 2022, 8:43pm UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903/2 "2022-09-13T20:43:19Z")

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cc @Cedric the Gizmo Wizard

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<div class="post-metadata">

**Author:** ![flex](https://avatars.discourse-cdn.com/v4/letter/f/8baadc/32.png) [@flex](https://forum.babylonjs.com/u/flex)\
**Post date:** [September 13, 2022, 9:30pm UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903/3 "2022-09-13T21:30:40Z")

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Here’s a way around the problem.

The angle on of the rotation gizmo updates real time which allows you to track mesh rotation like this:

> **[Babylon.js Playground](https://playground.babylonjs.com/#DEYAQ5%23157)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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**Author:** ![Cedric](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/cedric/32/2742_2.png) [@Cedric](https://forum.babylonjs.com/u/Cedric)\
**Post date:** [September 14, 2022, 8:00am UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903/4 "2022-09-14T08:00:41Z")

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As soon as you attach the boundingBoxGizmo, the mesh will use `rotationQuaternion` instead of `rotation`. You can get the value this way:

> **[Babylon.js Playground](https://playground.babylonjs.com/#DEYAQ5%23158)**
>
> Babylon.js playground is a live editor for Babylon.js WebGL 3D scenes

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<div class="post-metadata">

**Author:** ![flex](https://avatars.discourse-cdn.com/v4/letter/f/8baadc/32.png) [@flex](https://forum.babylonjs.com/u/flex)\
**Post date:** [September 14, 2022, 11:38am UTC](https://forum.babylonjs.com/t/boundingboxgizmo-and-planerotationgizmo-on-same-mesh-causes-issues/33903/5 "2022-09-14T11:38:56Z")

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Perfect. Thank you, Cedric.
