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I don't know about the rotation part but for the mapping input to rotation you can do the following: (this doesn't go in code) add 32768 to your input getting a value 0-65535 from here you can get your multiplier which is 90/65535 = 0.00137 then to get your rotation distance you can simply multiply your input by your multiplier (this goes in code) ...


0

I managed to fix everything through a lot of experimenting. It seems my problem came from my own misunderstanding of quaternions. I was under the impression that they represented a change in angle, when actually they represent an orientation. So my rotation matrix was always a bit strange because I was just pushing seemingly random values into it, ...


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Something i forgot to include was the fact the camera was moving with the ships. When I made the Camera stationary it seamed to work perfectly, so i simply created another camera and kept it at Vector3(0,30,0) and used it to track the mouse instead. Changing the code slightly to be: public static Quaternion RotateToMouse(this Ship ship, Transform ...


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The MD5 file format assumes unit quaternions, which are of norm one. The norm of some quaternion q is: |q| = sqrt((x * x) + (y * y) + (z * z) + (w * w)) You can rearrange this equation in terms of w by squaring both sides and then subtracting the terms containing x, y and z to yield: (w*w) = (|q|*|q|) - (x*x) - (y*y) - (z*z) Since the quaternion is ...



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