duck

duck

Jul 1st, 2010
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0
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C# 0.23 KB | None | 0 0
  1.         Vector3 relativeWorldUp = transform.InverseTransformDirection(Vector3.up);
  2.         float rollAngle = Mathf.Atan2(relativeWorldUp.x, relativeWorldUp.y);
  3.         float pitchAngle = Mathf.Atan2(relativeWorldUp.z, relativeWorldUp.y);
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