Hey, I’m having a weird issue when rotating entities inside the editor, that sometimes rotating past a certain point, the X and the Z axes flip from 0 to -180, despite me only rotating on the Y axis.
That’s expected behaviour due to the constraints of quaternions.
PlayCanvas doesn’t store rotations in Euler angles and therefore the numbers flip because there are multiple representations of a rotation.
I see. Can I assume that the Quaternion has the “correct” representation then?
Depends on how you define “correct” as they are both are technically. The Euler angles are calculated from the Quaternion.