I think I’m missing something here because I’m really not getting the expected behavior from the TransformDirection method.
Here is the code:
public Vector3 testVector
void Update()
{
Vector3 worldSpace = bone.transform.TransformDirection(testVector);
bone.transform.eulerAngles = worldSpace;
}
From the docs I would expect that the TransformDirection method would return the world space of the testVector. Therefore applying the resulting vector every frame would always yield the same result if the testVector remained unchanged. However I’m seeing many different worldSpace results from the same testVector. Is this the correct behavior or has something gone wrong?
Thanks!