The core of what I’m attempting to do is create a 2D square (points across X and Y axis), and rotate it around the Y axis. So only their X and Z values should be changing, their Y value should be stationary.
This worked flawlessly, all I had to do afterwards was make the Vector3 entered into the “pos” parameter a local position, and then move it to its global position at that “final position” spot (I don’t want it following the position of the GO its attached to)
I greatly appreciate the help, and if it wouldn’t be a bother, could you provide a link to something that would help me better understand quaternion rotations? I’ve tried looking myself, however I’m never able to wrap my head around any of it
Don’t worry about understanding quaternions. Many people use cars everyday and yet they don’t have a clue on how they work. They just know how to use them.
Well just know that if you multiply a vector by a quaternion then the vector will be rotated.
Personally I went from initially finding quaternions very puzzling to eventually understanding how they worked. But then I later realized I didn’t really understand how they worked.
Maybe one day I’ll understand how they work again. But then maybe I’ll only think I know how they work…
I’m now at the stage where I just use them and abuse them. If a thing rotates when I want it to rotate then I’m happy…
Thank you for replying, I truly appreciate the advice and expect to keep it in mind going forward. I suppose it makes sense considering that’s how I’ve come to understand other concepts while learning unity. Exposure seems to allow for better understanding than memorizing rules, I often find
To be clear though, this is nothing to do with physics, it’s just using Transforms so I’ll move this thread to scripting. Physics is when you use the physics systems!