When I rotate a character to say 0 deg, or 180 deg, it's "forward" shows clearly X = 0, Z = 1/-1. However if I rotate the character to 90/-90 or 270/-270, it's forward shows X = 1/-1, but the Z always shows "-1.192093e-07"... And I also noticed that the debug rays that calculate from the forward go every which way, mainly the one ray shoots down into the ground. I am assuming that this is because Z is not equaling zero, when my character is rotated toward the east/west position.
Is there a issue with unity's rotation calculations? Or is there a separate trick that I must modify the Z to zero myself?
*NOTE: Using unity 5.6.3p1, which should be most recent update. This is done in the inspector, whilst game is running. So my 90 and 270 are absolute degrees, no miscalculations. And a public Vector3 = transform.forward, should be showing accurate...
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