Hi,
I understand that Unity calculates rotation internally in Quaternion. But my program operates in Euler Angles by taking the existing object's XYZ rotation & adding a variable XYZ rotation before setting the new component into the object.
The problem is after adding & setting the rotation, the next time I get the rotation, it becomes different as it is converted internally from Quaternion.
Often I am faced with issues like z-axis flipped from 0 to 180 deg when my x exceeds 90 deg, or 0 to -90 degrees becoming 360 to 270 & beyond 270 and below flips the z-axis again to 180.
It will be very helpful to have an Action that converts Quaternion to Euler. ( I know there is a custom Action that converts Euler to Quaternion but that won't solve the problem )
Thanks,
Eddie