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Game Development with Unity for .NET Developers

You're reading from   Game Development with Unity for .NET Developers The ultimate guide to creating games with Unity and Microsoft Game Stack

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781801078078
Length 584 pages
Edition 1st Edition
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Author (1):
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Jiadong Chen Jiadong Chen
Author Profile Icon Jiadong Chen
Jiadong Chen
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Table of Contents (16) Chapters Close

Preface 1. Part 1: Basic Unity Concepts
2. Chapter 1: Hello Unity FREE CHAPTER 3. Chapter 2: Scripting Concepts in Unity 4. Part 2: Using C# Scripts to Work with Unity's Built-In Modules
5. Chapter 3: Developing UI with the Unity UI System 6. Chapter 4: Creating Animations with the Unity Animation System 7. Chapter 5: Working with the Unity Physics System 8. Chapter 6: Integrating Audio and Video in a Unity Project 9. Part 3: Advanced Scripting in Unity
10. Chapter 7: Understanding the Mathematics of Computer Graphics in Unity 11. Chapter 8: The Scriptable Render Pipeline in Unity 12. Chapter 9: The Data-Oriented Technology Stack in Unity 13. Chapter 10: Serialization System and Assets Management in Unity and Azure 14. Chapter 11: Working with Microsoft Game Dev, Azure Cloud, PlayFab, and Unity 15. Other Books You May Enjoy

Working with quaternions

In Unity, the rotation of a transform is stored internally as a quaternion, which has four componenets, namely x, y, z, and w. However, these four components do not represent angles or axes, and we developers usually do not need to access them directly. You may be confused because if you look at the Inspector window of a transform, you will find the rotation is displayed as a Vector3.

Figure 7.33 – Rotation property in the Inspector window

This is because although Unity uses quaternions to store rotations internally, in addition to quaternions, rotations can also be represented by three angle values of x, y, and z, namely Euler angles.

Therefore, for the convenience of developers to edit, Unity displays the value of the equivalent Euler angle in the Inspector.

So, why doesn't Unity use Euler angles to store rotations directly? It is composed of three axes angles and is in a format that is easy for humans to read....

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