Sorry if this question is too dumb, but I can’t quite understand why the conversion from Euler to Quaternion is returning vastly different results when using Unity.Mathematics:
// returns Quaternion(0.4, 0.3, -0.2, 0.8)
UnityEngine.Quaternion.Euler(50f, 45f, 0f);
// returns quaternion(0.1155834, -0.4828888, -0.0644784, -0.865622)
Unity.Mathematics.quaternion.EulerZXY(50f, 45f, 0f);
The things I can think of is: radians vs degrees (but I believe both uses degrees) and rotation order (which I believe Quaternion.Euler is similar to quaternion.EulerZXY). Thanks in advance.