void Update() { Quaternion q = new Quaternion(); q.SetFromToRotation(Vector3.up, DVector3.ToUnity(Body.Omega)); Omega.transform.localRotation = q; Omega.SetLength((float)Body.Omega.magnitude / MasterScale); AngularVelocityTrail.transform.localPosition = DVector3.ToUnity(Body.Omega / MasterScale); InertiaEllipsoid.transform.rotation = DQuaternion.ToUnity(Body.Orientation); AngularVelocityTrail.enabled = true; }
// Update is called once per frame void Update() { transform.rotation = DQuaternion.ToUnity(Orientation); }