So… i have this Quaternion variable, and i’m setting the rotation on the X, Y and Z axis to the X, Y and Z of the quaternion variable (W is 0).
I have the values written on paper, and if I change the rotation from the Inspector, everything is working fine, but when I set it through the script, it displays totally different values in the inspector and the rotation isn’t as i want it to be.
I feel like i should point out that the object I mentioned is child of a rig bone.
I assumed i need to change the localRotation propriety but i had no luck, so i tried rotation, and eulerAngles. Different results on every single one, but not quite what i was looking for.
So my question is, what is the Rotation Vector3-looking variable i see in the Transform Component called in script.