What is the difference between Quaternion.Euler and Quaternion.eulerAngles?
I’ve always being using Qaternion.eulerAngles to access the XYZ-euler angles in transform.rotations, but I’ve just discovered there is also a Quaternion.Euler, and I’m just curious, what are their differences and in what situations would you need to use which? Much thanks!
The only difference that I’ve noticed is that they have different format:
Quaternion.Euler(0, 30, 0);
rotation.eulerAngles = Vector3(0, 30, 0);
But I’m not sure what is the consequence of this difference…
Well, to make it easy to understand Quaternions. Let’s divide the four components to two: An angle and x,y,z point that is connected to the origin of the axis say P.
The (x,y,z)-P line representing a new axis.
The angle represents the angle between the axis and real orientation.
To visualize this answer you need to check this 5-minutes video.