So I want to store an objects rotation. I want to modify it in various ways without modifying the object itself, however some of those ways require that objects localness. I can’t use Space.Self attributes directly on a Quaternion variable that I’m aware of. Transform has that function, but I want to modify a Quaternion variable.
transform.Rotate( euRotation, Space.Self ); //only for transforms
The only solution I can think of is to store the rotation of the object, then rotate it, store the new rotation, and then turn the object back to its original position. That sounds like messy code however, and I was wondering if there was a better way to do it?
I’m sorry if I missed something completely obvious.