UxrUniversalLocalAxes.UniversalToActualAxesRotation Property
Gets the rotation that transforms from the universal axes to the convention that the transform follows.
Examples
// universalRotation may be a rotation around the y axis, where we know
// exactly that y points upwards in that space.
// This rotation will rotate an object around the "universal" y axis no
// matter where his actual axes point to.
transform.rotation = universalRotation * UniversalToActualAxesRotation;
Namespace: UltimateXR.Core.Math
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public Quaternion UniversalToActualAxesRotation { get; }
Property Value
Type: Quaternion