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Question by papathor · Jul 21, 2016 at 03:42 PM · rotationquaternioneulerangleseuler

Something seriously weird is going on with my transform.eulerAngles

In the inspector for a gameObject I'm using the starting rotation is "-90", but when I run print(transform.eulerAngles.x) I get 270 (ditto for transform.localEulerAngles.x).

If I tilt the gameObject downward, the inspector X value gets bigger (say, to -85) as it should. The printed transform.eulerAngles.x also gets bigger, say to 274.

Here's where things get weird:

If I tilt the gameObject upward the inspector x coordinate gets smaller (ex, to -95), as it should, BUT the printed eulerAngle.x value gets BIGGER (here to 274). So if I rotate the object up or down from the eulerAngle.x being 270, the x value increases regardless.

I'm definitely doing something wrong here, but after a lot of troubleshooting I still can't figure out what. Any thoughts?

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avatar image Scribe · Jul 24, 2016 at 04:59 PM 0
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Are all your other components (y, z) remaining the same? for example, rotate an object to (90, -90, 0), now rotating eitherway on the Z axis will reduce the 'x' value of the rotation, (60, -270, -180) points to one side of the split and (60, -90, 0) points the otherside. It is most likely simply a consequence of the backend using quaternion orientations!

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