Quaternion XYZW negate returns diffrent orientation

Hi, i am trying to solve this problem all day long but i can’t find solution to this problem.

Negating all four quaternion components should not affect its orientation.

I am using one library which returns quaternion and sometimes quaternion components are negated. In library source with example everything works great, but in unity i can’t make this to work.

Thanks for help

I found solution. Creating quaternion from Euler, Matrices, 4 components all result some bugs. Solution was to create quaternion using Quaternion.AngleAxis method :slight_smile: