I am rotating my object in all 3 axis with Quaternion. Is there a possibility to multiply it with a given speed?
I am using Quaternion.Inverse in my example instead of Quaternion.Euler, would it still be possible to do arithmetic on it?
private Quaternion initialObjectRotation;
private Quaternion initialControllerRotation;
private bool offset;
public GameObject obj2;
public void Update() {
if (offsetSet == false) {
initialObjectRotation = transform.rotation;
initialControllerRotation = obj2.transform.rotation;
offsetSet = true;
}
Quaternion controllerAngularDifference = initialControllerRotation * Quaternion.Inverse (obj2.transform.rotation);
transform.rotation = controllerAngularDifference * initialObjectRotation;
}