Question by 
               AmbroiseRabier · Mar 02, 2018 at 02:19 PM · 
                rotationtransformquaternionbug-perhapswtf  
              
 
              Quaternion AngleAxis on pitch give random small value on others axis

the code is
 camera.rotation = Quaternion.AngleAxis(player.GetAxis(RewiredConsts.Action.mouseY), Vector3.right) * camera.rotation;
I'm doing a pitch rotation, why is Y and Z rotation giving me 'nearly zero' value.
This become a big problem when combining more then two quaternion on the same frame (like if I add a yaw rotation). It will give me random roll rotation...
No Euleur solution please.
Edit: I specify that the transform of the camera at start is 0,0,0 in position and rotation.
 
                 
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