Classic question about rotating things with Quats.
I have a little script that rotates a selected object on mouse drag according to the X and Y mouse velocities. The problem I’m having is that I expect this to rotate the object in world space but it seems to be applying it in local space even though I am not using the .localRotation property.
this.gameObject.transform.rotation *= Quaternion.Euler(realVelY, 0, realVelX);
What happens is that, for example, as my mouse moves left to right, my object spins along its original Y axis, even if it has been rotated to a new location. Let me know if I need to make a picture of what I mean. I feel like it should make sense that I want it to rotate along the world axis and not the local.