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Question by
deltron1830 · Dec 08, 2016 at 08:55 PM ·
vector3quaternion
Order matters when multiplying Quaternion by Vector3... Possible bug??
So, according to visual studio, this is ok (WindDirection is a Vector3)
WindDirection = Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) * WindDirection;
But this is not...
WindDirection = WindDirection * Quaternion.Euler(0f,Random.Range(-10f,10f), 0f) ;
Why does the order they are in matter?? Did The Unity devs forget to write a method for that operation!?!?!?
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Best Answer
Answer by tanoshimi · Dec 08, 2016 at 09:11 PM
That's correct. Because Quaternion multiplication is non-commutative. i.e. order matters.
Ok. I did not know that! For me Quaternions black boxes of mystery that work very well! :)
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