Is there an easy way to calculate the rotation angle for a given ArticulationBody?

The editor displays the transform’s x rotation increasing between [-180, 180] (with y and z remaining 0)

However, running the line `Debug.Log(transform.localEulerAngles); `

from a C# script results in different values, where the x value increases 0->90 (with y and z equal to 0), then decreases 90->0 (with y and z equal to 180).

I acknowledge that these are equivalent euler angles, and that quaternions are the superior way to represent angles, however I’ve made this a Revolute Joint Type, intending for it to only move in one dimension, so it seems like there should be an easy way to get a single float value that represents the rotation angle.

ToAngleAxis seems as though it may help, but it still flips back and forth between positive and negative axes.