how to put Quaternion.Euler in minus?

hello, I need help with Quaternion.Euler to the minus, (I won’t say what I’m trying to do, sorry) how to do it? according to me it shows values in plus 0-360 but not -0 - -360 ,Thank you

private void CheckRotateStartDistance(float distance)
        {
            if (distance > _RotateStartRequiredDistance)
           {
               if (!_RotateStartDistanceReached)
                {
                    _RotateStartDistanceReached = true;
                    komponenta.transform.localRotation = Quaternion.Euler(transform.localRotation.x + Rotation.x, Rotation.y, Rotation.z); // <============= ?????????
                 

                }
            }
            else if (distance < _RotateStartRequiredDistance && _RotateStartDistanceReached)
            {
                _RotateStartDistanceReached = false;
           
            }

        }

What does this mean? You’ll need to explain in a way that people can understand. Quaternion.Inverse creates the inverse of a Quaternion.

Going to be hard to help you then.

sorry, that doesn’t belong there, I’m trying to put euler in the minus

“trying to put euler in the minus” is virtually meaningless. I can say that you can just subtract 360 from the X,Y,and Z components - those values will be negative and the resulting rotation will be identical. That’s the closest I can come to interpreting a useful meaning from this question.

During my brief period making Youtube tutorials, I made a video about Euler angles. If the answer above isn’t what you’re looking for, maybe this video will help? Or at least, it may help you ask the question more clearly.

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