I´m going crazy…
I have two rotation, which workd well independently, but together they have a really wierd behaviour.
The child is:
at.rotator.transform.localRotation = Quaternion.AngleAxis(curAngleZ, at.rotator.forward * -1) * start;
The parent is:
temporaryObjectForRotationOnYAxis.transform.localRotation = Quaternion.AngleAxis(temporaryObjectForRotationOnYAxis.transform.localEulerAngles.y + mouseDragX3, temporaryObjectForRotationOnYAxis.transform.up);
And it does not work. it, goes all crazy, with rapid and umpredictable behaviour. I even tried changing it to euler angles… Still the same behaviour…
Any Ideas on how should I tackle this problem?
Thank you.