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- Quaternion axisRotation;
- switch (axis) }
- case ConstraintAxis.X: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.x, rotateAround); break;
- case ConstraintAxis.Y: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.y, rotateAround); break;
- case ConstraintAxis.Z: axisRotation = Quaternion.AngleAxis(localRotation.eulerAngles.z, rotateAround); break;
- }
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