It kind of works, since it gives the correct bearing until you reach 180° and after that point it starts to decrease the angle instead of keep adding it up until it reaches 359°. Since currentHeading returns a positive float regardless if I am turning East or West, there is probably one step I’m missing in my code.

Quaternion.Angle returns the angle between two rotations. Since it doesn’t know which of the two possible angles you might want, it always picks the tightest one - which will give you a result between 0 and 180.

What you should do is to compare the rotation to two other directions - the identity turned 90 degrees to the right, and the identity turned 90 degrees to the left, and use which of those you’re closest to to figure out where you’re facing: