Answers for "Fixing the rotation around a particular axis using Quaternions?"
http://answers.unity.com/questions/689442/fixing-the-rotation-around-a-particular-axis-using.html
The latest answers for the question "Fixing the rotation around a particular axis using Quaternions?"Answer by exvalid
http://answers.unity.com/answers/1470882/view.html
is original angle a float or vector? thanks. Would this help to solve the Local Y not rotating Local Y axis?
this is whats stalling my current project.Tue, 20 Feb 2018 10:13:19 GMTexvalidAnswer by PixelSmash
http://answers.unity.com/answers/690608/view.html
I ended up sorting it by using Math to get the rotation around the z axis and then using the inbuilt "RotateAround" method:
Vector3 originalUp = transform.up;
originalAngle = (Mathf.Atan2(originalUp.x, originalUp.z) * Mathf.Rad2Deg) + 180.0f;
transform.RotateAround(transform.position,transform.forward, -originalAngle);Sun, 20 Apr 2014 10:40:00 GMTPixelSmash