I can’t for the life of me understand what the heck a quaternion even is. and there is no functionality in the Unity.Mathematics class to convert from quaternion back to euler inorder to add them normally.
I just want to make a system where i can rotate an object by float3 euler angle degrees every frame
I thought multiplying two quaternions does that. And have you tried.
Quaternion.eulerAngles()
?
Also, I think Quaternions express Rotation values, and therefore I’m not sure what your question (add two dots) Rally means,
operator on quaternion is probably not existent, haven’t checked that.
Probably its done for the Burst to translate that to something more optimized.
To specify angle on specific axis - use:
quaternion.AxisAngle(*yourAxis*, *your_angle*);
This might come in handy as well:
https://github.com/Unity-Technologies/Unity.Mathematics/blob/master/src/Unity.Mathematics/quaternion.cs
Also, its better to ask questions regarding DOTS on the DOTS subforum.
Higher chance of getting answers related to DOTS there.
csofranz:
Also, I think Quaternions express Rotation values, and therefore I’m not sure what your question (add two dots) Rally means,
He means DOTS.
Which has its own shader like mathematics library.
operator on quaternion is probably not existent, haven’t checked that.
Probably its done for the Burst to translate that to something more optimized.
To specify angle on specific axis - use:
quaternion.AxisAngle(*yourAxis*, *your_angle*);
This might come in handy as well:
https://github.com/Unity-Technologies/Unity.Mathematics/blob/master/src/Unity.Mathematics/quaternion.cs
Also, its better to ask questions regarding DOTS on the DOTS subforum.
Higher chance of getting answers related to DOTS there.
He means DOTS.
Which has its own shader like mathematics library.
ah thanks man it works now
Although I understood it, he could’ve said so himself. Also he could’ve typed DOTS in uppercase.
Otherwise it’s just confusing, because a dot in the context of linear algebra is definitely something that isn’t DOTS.