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Question by PsychoHead · Mar 12, 2013 at 12:29 AM · rotationquaterniontransform.rotate

Quaternions and EulerAngles

Hey,

I asked a similar question before, but since it didn't get answered and I condensed the problem down to something completely different, here's the new question.

I have a given transform, that I rotate to using

 transform.rotation = desiredRot;

Now what I want to do is keep the same functionality, but using

 transform.Rotate();

How can I achieve this?

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avatar image PsychoHead · Mar 12, 2013 at 12:32 AM 0
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Yes, I read the documentation. transform.rotate(desiredRot.eulerAngles); doesn't do the job however, and I don't quite know how to use it differently. A clue would be nice.

avatar image robertbu · Mar 12, 2013 at 12:42 AM 0
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Assigning a Quaternion is an absolute rotation. Transform.Rotate() is a relative rotation. Off the top of my head without any testing, you should be able to do something like:

 trnasform.rotation = Quaternion.identity;
 transform.Rotate(desiredRot.eulerAngles); 

Or you could replace the first line with:

 transform.eulerAngles = Vector3.zero;

Of course if you are going to use transform.Rotate this way, you might as well just assign the euler anges of the Quaternion to Transform.eulerAngles.

avatar image Fattie · Mar 12, 2013 at 07:22 AM 0
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FTR there are good beginner articles on quaternions here unityGE$$anonymous$$S.com

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