Read a lot but cannot find proper solution to solve this problem.
Want to get a relative local direction from world direction, based on a rotation.
Read a lot but cannot find proper solution to solve this problem.
Want to get a relative local direction from world direction, based on a rotation.
Multiplying Quaternion * Vector will produce a rotated vector.
If you have a Transform, you could also use Transform.InverseTransformDirection
This is generally true. Though to convert a direction vector from world space to local space you want to use the inverse of the rotation
Vector3 localSpaceDir = Quaternion.Inverse(yourRotation) * worldSpaceDir
here yourRotation would be the rotation that rotates from local to world space as usual.
It is working .Thank you so much. Much appreciated. <3
What should I do to learn this type of stuff by myself? Any tip about it? I feel so lost with vectors and quaternions functions for applications ![]()