I’m trying to match the rotation of some objects between Unreal and Unity.
I got most of the way there by using euler angles like this: new Vector3(x: unrealX, y: unrealZ, z: unrealY);
But some objects are just completely wrong.
I’m struggling to work out how to convert a Unreal quaternion into a Unity one. I’ve tried creating a new quaternion in Unity matching the xyzw, and tried with the flipped values like I do with the position (Y/Z flipped), and lots of variations, but none are right.
Thanks!
Hey, thanks for the response! Unreal is also left handed though I think.
Ah, ok… Thanks for the clarification
Not sure but this may work:
return new Quaternion (rightHandedQuaternion.x,
- rightHandedQuaternion.z,
rightHandedQuaternion.y,
rightHandedQuaternion.w);
or maybe this (not sure):
return new Quaternion (rightHandedQuaternion.x,
rightHandedQuaternion.z,
- rightHandedQuaternion.y,
rightHandedQuaternion.w);
credits: Reddit - Dive into anything (User HighRelevancy)
EDIT: Sorry, they are talking about vectors not quaternions… I guess I am not of any help.