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This code doesn't account for quaternions having 2 representations for the same rotation.
So sometimes it will find a big angle between quaternions when a much smaller angle is the logical choice.
// Update angular data in the same fashion var rotationOffset = newRotation * Quaternion.Inverse(m_LastRotation); float currentAngle; var activeAxis = Vector3.zero; rotationOffset.ToAngleAxis(out currentAngle, out activeAxis);
I've fixed this in my code by fixing the input into the Update() method. But I guess it should be something PhysicsTracker does internally.
MyelinsheathXD, MatthewMaker, pdinklag and D3m0n92