C# Class Unity.Transforms.Rotation

User specified (or calculated) world rotation 1. If a TransformParent exists and no LocalRotation exists, the value will be used as the object to world translation irrespective of the parent object to world matrix. 2. If a TransformParent exists and a LocalRotation exists, the calculated world rotation will be stored in this value by the TransformSystem. 3. If a TrasformMatrix exists, the value will be stored as the rotation part of the matrix.
Exibir arquivo Open project: REDNIGHT/SpaceWar-ECS Class Usage Examples

Public Properties

Property Type Description
Value quaternion

Property Details

Value public_oe property

public quaternion Value
return quaternion