I have an object that I want to rotate. I know what it’s current rotation is, and I know what I want it’s final rotation to be.
I’ve tried setting the EulerAngles, but that doesn’t work. It rotates the Y correctly, but not x and z. I’ve tried using rotation, but I can’t figure out the correct rotation to use.
For example, let’s say I have my object set with rotation (40,250,0). I want the final rotation to be (0,235,0).
I’ve tried:
transform.eulerAngles = Vector3(0,235,0);
But I will end up with something similar to (40, 235, 2.5), where the y rotation is correct, but x and z aren’t. What am I missing?