Search Issue Tracker
Fixed in 5.2.0
Votes
0
Found in
5.0.1f1
Issue ID
691731
Regression
No
Wrong Quaternion Multiply Order in Document
Wrong quaternion multiply order in documentation.
http://docs.unity3d.com/ScriptReference/Quaternion-operator_multiply.html
Multiply order is Y -> X -> Z, but in documentation is Z -> X -> Y.
I believe, that multiply order is incorrect in here too:
http://docs.unity3d.com/ScriptReference/Transform.Rotate.html
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Bunny83
May 04, 2015 04:03
Actually it depends on around which axis you execute the rotations. If you execute 3 rotations around world axis it's the same as doing the same rotations in reverse order around local axis. Just try it in Unity manually. Rotate around local Y then local X then local Z. Now do the same again but around **world** axis in the opposite order: Rotate around world Z then world X then world Y. You will see it's the end result is the same.
Btw the quaternion page you linked is only about quaternion multiplication and doesn't involve euler angles at all. Did you mean Quaternion.Euler? Again the rotations are around world axis.