So I’m in the middle of writing a wall walk script, I’ve come to a cross road as I don’t know how I’m suppose to render the lookVector of the camera as a single vector on the y axis of orientation. The code I already wrote would work normally but were on the side of a wall…

- The example below further explains this idea

```
local p1 = Instance.new("Part", game.Workspace)
p1.Anchored = true
p1.Transparency = 1
p1.CanCollide = false
local p2 = Instance.new("Part", game.Workspace)
p2.Anchored = true
p2.Transparency = .4
p2.CanCollide = false
p2.BrickColor = BrickColor.new("Really red")
p2.Material = Enum.Material.Neon
local humPos = char.HumanoidRootPart.CFrame* CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))
p1.CFrame = CFrame.new(char.HumanoidRootPart.Position, camera.CFrame.p)
p2.CFrame = CFrame.Angles(0, -math.pi / 2 - math.atan2(camera.CFrame.p.Z - p1.CFrame.Z, camera.CFrame.p.X - p1.CFrame.X), 0)
orientationY = (p2.Orientation.y-char.HumanoidRootPart.Orientation.y)-180
print("NEW Y:"..(p2.Orientation.y-char.HumanoidRootPart.Orientation.y))
```