simple rotation.Value = Quaternion.Add(rotator.initialRotation, Quaternion.CreateFromAxisAngle(Vector3.UnitY, time*rotator.speed);
doesn’t like because aparently Quaternion is numerics and quaternion is mathematics… wtf is going on here, how many quaternions do we have nowadays? and more fun for gambling, which one will bite the dust
that won’t fly rotation.Value.RotateY(time*rotator.speed);
that neither quaternion.RotateY()
what’s the new pattern?