Comments (1)
What you see is not caused by TransformControls
or the editor. The -180°
values happen because of the internal conversions between quaternion and Euler angles. Euler angles can be ambiguous (one of their disadvantages) and afaik there is no clean way to avoid ambiguities during the conversion process.
Unity handles Eulers, quaternions and rotation matrices a bit different compared to three.js
so it is not surprising if you see minor deviations. As long as the rotation does not "break", values like -180°
are not considered as a bug.
from three.js.
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