public void TwistSwing() { Quaternion twist; Quaternion swing; QuaternionHelper.DecomposeQuaternion(t1.rotation, Vector3.up, out twist, out swing); t2.rotation = twist; t3.rotation = swing; t4.rotation = twist * swing; }
private void Start() { QuaternionHelper.DecomposeQuaternion(transform.rotation, Vector3.up, out yaw, out pitch); }