Open tribbloid opened 2 months ago
The documentation is very blurry on this part so I'd like to suggest to explicitly defined it in the code, presumably with the following information:
Euler angle protocol has similar specification but I was able to reverse-engineer most of it from the Unity example
If I switch to quaternion API in Unity, the result also becomes quite unstable
on 90 degree roll the error between quaternion & euler angle may reach over 50 degree
should we just stick to Euler angle?
The documentation is very blurry on this part so I'd like to suggest to explicitly defined it in the code, presumably with the following information:
Euler angle protocol has similar specification but I was able to reverse-engineer most of it from the Unity example