quaternion unityengine, numerics, mathematics? wtf!

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 :roll_eyes:

that won’t fly rotation.Value.RotateY(time*rotator.speed);
that neither quaternion.RotateY()
what’s the new pattern?

never mind, there were a bunch of using that confused the editor :sweat_smile:
so lesson from this is : don’t let these on top of your script:

using System.Numerics;
using static Unity.Mathematics.math;

they’re bad
pattern is same as before but with math.mul
rotation.Value = math.mul(rotator.initialRotation, quaternion.RotateY(time*rotator.speed));