I want to know the values of
z satisfying the following.
float ax = 30; float ay = 40; float az = 50; var rotation1 = Quaternion.Euler(ax, ay, az).eulerAngles; var quaternion = Quaternion.identity; quaternion = Quaternion.AngleAxis(x, Vector3.right) * quaternion; quaternion = Quaternion.AngleAxis(y, Vector3.up) * quaternion; quaternion = Quaternion.AngleAxis(z, Vector3.forward) * quaternion; var rotation2 = quaternion.eulerAngles; Assert.AreApproximatelyEqual(rotation1, rotation2);
az can be arbitrary value. Unity's operation between quaternion and euler angle (Vector3) seems to rotate by Z axis first, so I think x, y, z won't be equal to ax, ay, az.
How can I derive