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This question was closed Jul 27, 2014 at 03:45 AM by SteelArrow21 for the following reason:

The question is answered, right answer was accepted

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Question by SteelArrow21 · Jul 27, 2014 at 03:00 AM · rotationtransformquaternionnumberx

Rotation Numbers Are Off?

So I didn't know how to word the title, but for some reason, my script thinks transform.localRotation.x is completely different from what my hierarchy thinks. For example, I did a simple debug:

 Debug.Log(transform.localRotation.x);

This is in my Update function so it is called every frame. While testing the game, my hierarchy said the transform's x rotation was 270°. Well thanks to my debug, I could see that my script thought it was at -0.7062691°. Has anyone had the same problem, or am I just doing something completely stupid? If anyone can help me understand this, thank you. If not, thank you.

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avatar image robertbu · Jul 27, 2014 at 03:09 AM 0
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localRotation is a Quaternion with values between -1 and 1. Try transform.eulerAngles.

avatar image SteelArrow21 · Jul 27, 2014 at 03:25 AM 0
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Yep, you're right. It was a stupid mistake. If you change your comment to an answer, I'll mark it right.

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