#Euler angles returns the full rotation,
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the "full numbers" and "decimals" are just different units of rotation - Unity is inconistent in its use of radians and degrees
I know, but I want to understand how they actually function
I'm not very good at maths, so I wouldn't know how to use them
well take this as an opportunity to spruce up your skills
Well like I said above it's best not to try to "reverse" that calculation. There's always a better way to answer the actual question you want answered than to try to turn everything into an euler angle question.
The specifics will depend on the exact specific thing you're trying to do though
Several techniques are:
- driving rotation around a specific axis based on a float variable and just directly using that float for whatever comparison you're trying to do
- Vector math and dot/cross product manipulation and analysis
- various trigonometric techniques
It really really depends on the exact details though
This is absolutely not true. The "decimals" he's referring to are almost certainly components of Quaternions and that is not at all a matter of radians vs degrees. Quaternions are not Euler angles and work completely differently.
But you will never need to understand how the actual numbers inside a quaternion work in Unity.
okay, my mistake, it wasn't clear to me what they were referring to
Yeah, euler angles are vector3
they return what you use in the actual unity inspector
Yeah, I am trying to get a better answer, I was using the euler as an example to make it simple, I'm not smart, so I don't really know any of the complicated math related things, and have no idea how to learn about them, school kind of sucked for me, didn't do much, so I don't really know too much, that's why I try to simplify everything because complicated is too hard for me
I don't know a lot of math, and if I needed to learn it, I would like to know what to learn for this use case
Yeah, but with some issues I have, it turns it complicated
Kind of the whole reason I simplify everything into what's very very very easy (like eulers) to understand
Quaternions get complicated for me
Like all beginners with rotations you're overcomplicating it and overthinking it no doubt
But without a specific example it's not really possible to get into specific answers
@manic briar in software, it's especially important to work with abstractions, and the behavior of Quaternions is a really good example of something that is worth ignoring the inner workings of
Wrong guy ðŸ˜