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Question by olegkuv · Feb 12, 2017 at 01:39 PM · quaternioneuleranglesquaternionsx-axiseuler angles

Quaternions to EulerAngles weird x-axis interaction

I have an object that the player can rotate in all 3 axes. I have a quaternion tracing the rotation of the object and 3 floats converting that rotation into eulerangles .

Void Update () { urk = transform.rotation; anglex = urk.eulerAngles.x; anglez = urk.eulerAngles.z; angley = urk.eulerAngles.y; }

When i track the angles using Debug.Log, the y and z axes act as expected, going from 0-360. The x on the other hand acts like this: 0-90-0-360-270-360. Rotating on the x axis completely neglects numbers 90-270 and this weird sine like interaction makes it impossible to use the angles for a Boolean statement, which is what i need them for.

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avatar image NitzscheT · Apr 22, 2020 at 12:15 PM 0
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Did you manage to sort this out?

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Answer by olegkuv · Feb 12, 2017 at 03:41 PM

Another thing that i just noticed, when i rotate the x-axis to 90 degrees anglez is set to 180, and then when x reaches 270, it is set back to 0.

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