So i want to get an angle for a specific axis to determent how much torque i would apply to an object.
float appliedForce = force + increase * maxAdditiveForce;
“Increase” here is a value ranging from 0 to 1. It represents how much an object is rotated on a single axis. I want to have separate “Increase” values for X and Z axis. The problems is that i have no idea how to work with quaternion or eulerangles.
So i want my “increase” value to be 0 at 0 angle, 0.5 at 90 angle and 1 at 180 angle. The problem is that eulerAngles have the same value with 0 and 180 angle which is 0. Is there a simple solution to getting an angle?