Flying Game Project: Comparing Unitys InverseTransformDire

Flying Game Project: Comparing Unitys InverseTransformDirection to my Own Rotational Matrices

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In order to determine the facing vector of my 3D UI guide for the player to the goal relative to their facing direction I figured I could transform the vector from the World frame to the player's current frame. Unity's InverseTransformDirection() method gave me the result I was looking for, so after doing the math to determine the rotational matrix myself I wanted to compare. I saw that the results were the same. This vector is then used to determine the up facing vector of the 3D UI element (the red and blue cone in the bottom left of the screen).

Red Ray: my mathematically transformed version of the vector from the player to the goal using the player's reference frame
Green Ray (not seen from overlap): the vector determined by using Unity's InverseTransformDirection() method on the player to goal vector
Yellow Ray: vector from the player to the goal

Song: Jesse Spillane - Shoe Glaze
Shoe Glaze by Jesse Spillane is licensed under a Attribution License.
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