Okay, I’m up against something of a mathematical/conversion issue and I’m not experienced enough switching between Vector3, Euler, and Quaternions to know the best way to do this:
I have an angle (x, y, z) determined not as Euler angles, but in the 0-1 float format [I’m not sure what the term for it is, but I’m using normal Vector x/y/z where 1.0 = 90 degrees, ie up = (0, 1, 0), ie (0 x, 90 y, 0 z)]
I need to set a new GameObject’s rotation based on these Vector3 values… how could I do that? (I am doing this based on x/y cartesian coordinates on a place so I can, of course, use trigonometry to figure out the euler angles, but it will be much faster and cleaner if I can do it non-Euler)