Suppose that I have an orientation Quaternion Q
, I can compute its forward vector from V = Q * Vector3.forward
easily.
Inversely, suppose that I have its forward vector V
, how do I compute Q
?
I know that is not possible, please tell me what's needed beside V
, in order to compute Q
.
Motivation behind the problem: I have a forward direction of a game object, I want to find out its up direction and its right direction. I can find out all these 3 directions if I have the orientation Quaternion.
Q
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