Answers for "Problem with Quaternion.Euler() when rotating object"
http://answers.unity.com/questions/249854/problem-with-quaternioneuler-when-rotating-object.html
The latest answers for the question "Problem with Quaternion.Euler() when rotating object"Answer by DavidBrehl
http://answers.unity.com/answers/1385507/view.html
Im trying to convert Euler angles to quaternions, but no matter what it sets the rotation to 135, -90, -225 (not what Im aiming for). I have no idea how to use quaternions, so Im stumped. it might be a bug.Thu, 27 Jul 2017 18:54:42 GMTDavidBrehlAnswer by centaurianmudpig
http://answers.unity.com/answers/256049/view.html
See this post:
http://forum.unity3d.com/threads/136444-Calculate-a-new-position-based-using-an-angle-and-distanceTue, 22 May 2012 21:41:41 GMTcentaurianmudpigAnswer by rutter
http://answers.unity.com/answers/250632/view.html
Obviously something's going wrong, there, but I'm afraid I'm not quite clever enough to spot it, just now.
Depending on what exactly you're trying to do, either of these might work:
//identify resulting point
//you could call transform.LookAt() with this
//or Debug.DrawLine(), etc etc
transform.TransformPoint(Quaternion.Euler(rot) * Vector3.forward);
//rotate object
//can specify self-space or world-space to get diff behavior
transform.Rotate(rot);Wed, 09 May 2012 22:19:22 GMTrutter