Uhh, does anyone know if setting Quaternions for 3D rotations is just broken in #Godot ?
This specific one (alongside others) seems to not correctly work, regardless of if I set it through C++ or GDScript
Quaternion(-0.701057, 0.092296, 0.092296, 0.701057)
It should do a 90 degree turn forward and then 15 degrees to the side, but the second step just doesn't happen. Did I find a bug?
[#]gamedev
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