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Question by NornIndustries · Apr 10, 2020 at 05:22 PM · vector3quaternionvector2vectors

Replace Quaternion with Vector2 in Quaternion times Vector3 equation?

I cannot use Quaternions to represent rotation in my code, I have to use Vector2 instead. Given this, I am trying to edit some code and my ignorance of vector mathematics isn't helping. I have a straightforwards line of code:

 X = Quaternion * Vector3.forward;

X is then converted to a Vector2. From what I have browsed online so far, is this equivalent to some sort of Vector3 constructor using euler angles and Cos and Sin operations? And how would I then apply the Vector2 rotation variable to the transform?

Thanks.

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Answer by jkpenner · Apr 11, 2020 at 03:33 AM

Quaternions can be hard to wrap your head around, but if your values in the Vector 2 represent your rotations around the X, Y, Z axes. Then you could use 'Quaternion.Euler(float x, float y, float z)' to make a quaternion based off those values. Then to use it you can just write the following to assign it to the gameobject.

 // Assign the new rotation to the gameobject
 transform.rotation = Quaternion.Euler(vec.x, vec.y, 0f);


But there is an easier built in method you can use instead that will do the same as above.

 // Sets the gameobject's rotation based on a vector,
 transform.eulerAngles = new Vector3(x, y, z);


Link to Quaternion Euler Doc
Link to Tranform EulerAngles Doc

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