Quaternion.Angle function doesn't make sens

Hi !

I’m lookin to make rotate a cube just like it’s doing in the inspector preview but it’s not so easy.

I’m looking to use quarternion reference to be abble to make a rotation from this reference (rotate rotateAround doesn’t suit to my context). So I would like to use a function comparable to this one (but which return a vector instead of a float which make absolutely no sens to my mind) :

Does someone have idea how I could do that or what the sens of the previous function.

Thx in advance,
Kind Regards.

So, I’m more or less to do something like that :

Quaternion rotateW = Quaternion.AngleAxis(-mouseMove.x, new Vector3(0,1,0));      
			Quaternion rotateH = Quaternion.AngleAxis( mouseMove.y, new Vector3(-1,0,0));
			
			transform.rotation = Quaternion.Lerp(transform.rotation, rotateW * rotateH, Time.deltaTime * zoomSpeed/12);

Regarding the Angle() function, the docs do seem to be a little unclear. Strictly speaking, there’s no ‘angle’ per se between two orientations in 3-d, but I’d be willing to bet that what the function returns is the angle of rotation over the shortest arc that will align the first orientation with the second.

In any case, I’m not sure what you’re doing exactly, but you might take a look at Quaternion.FromToRotation(), as it does what I’m guessing you’re expecting Angle() to do.