Dose math.mul(quaternion,quaternion) return value needs to be normalized?
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Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 25/100
Research direction
The issue names math.mul, math.normalize, and quaternion rotation.Value expressions but no file or test. Start by reviewing the documentation for these APIs and reproduce both expressions in a minimal Unity.Mathematics case; done should be a clear explanation of when normalization is required.
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Description
I my project. rotation.Value = math.normalize(math.mul(deltaRot, rotation.Value)); works fine.
but rotation.Value = math.mul(deltaRot, rotation.Value); Is not always working as expected.
In what condition should we normalize a quaternion?
- Dominant language
- C#
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