์ €๊ฒŒ Quaternion ๊ฐ’ ๋„ฃ๊ธฐ์œ„ํ•ด Quaternion.Euler(Vector3) ํ•ด์„œ Vector3 ๊ฐ’์„ ์˜ค์ผ๋Ÿฌ๋กœ ๋ฐ”๊ฟ”์ฃผ๋Š”๊ฑฐ ์•„๋‹˜?


๊ทธ๋Ÿฐ๋ฐ ์ด ๋‘๊ฐœ ์ฐจ์ด๊ฐ€ ๋ญ๋ƒ ๋‚ด๊ฐ€ ๋ฌด์–ธ๊ฐ€๋ฅผ ์ž˜๋ชป์ดํ•ดํ•˜๊ณ ์žˆ๋Š”๊ฑฐ๊ฐ™์€๋ฐ..


playerRigidbody.MoveRotation(Quaternion.Euler(playerRigidbody.rotation * _rotationBody)); ํ•˜๋‚˜์˜ ์˜ค์ผ๋Ÿฌ์™€ ๋ฒกํ„ฐ๋ฅผ ๊ณฑํ•ด์„œ ๊ทธ๊ฒƒ์„ ์˜ค์ผ๋Ÿฌ๋กœ ๋ฐ”๊ฟ”์ฃผ๋Š”๊ฑฐ๋‚˜

playerRigidbody.MoveRotation(playerRigidbody.rotation * Quaternion.Euler(_rotationBody)); ์˜ค์ผ๋Ÿฌ์— ๋ฒกํ„ฐ๋ฅผ ์˜ค์ผ๋Ÿฌ๋กœ ๋ฐ”๊พผํ›„ ๊ณฑํ•ด์ฃผ๋Š”๊ฑฐ


๋‚œ ์ด ๋‘๊ฐœ๊ฐ€ ๊ฐ™๋‹ค๊ณ  ์ƒ๊ฐํ–ˆ๊ฑฐ๋“ ? ๊ทธ๋Ÿฐ๋ฐ ๋™์ž‘์ด ์œ„์—๊บผ๋Š” ์žฌ๋Œ€๋กœ ํšŒ์ „์ด๋˜๋Š”๋ฐ ๋ฐ‘์—๋Š” ํšŒ์ „์ด ๋˜๋‹ค ๋‹ค์‹œ ์›์ƒ๋ณต๊ท€๋˜๊ณ  ๋‹ค์‹œ ํšŒ์ „๋˜๊ณ  ๊ทธ๋ž˜์„œ ๋ฒ„๋ฒ…๊ฑฐ๋ฆฌ๋Š”๊ฒƒ์ฒ˜๋Ÿผ ๋ณด์ด๋Š” ๊ทธ๋Ÿฐ ํ˜„์ƒ์ด ๋ฐœ์ƒํ•จ.. ์ € ๋‘๊ฐœ๊ฐ€ ๋ญ๊ฐ€ ๋‹ค๋ฅธ๊ฑฐ์ง€?


์ € ๋‘์ฐจ์ด๋ฅผ ์•Œ๋ ค๋ฉด ๋ฒกํ„ฐํ•˜๊ณ  ์ฟผํ„ฐ๋‹ˆ์–ธํ•˜๊ณ  ์—ฐ์‚ฐ๊ฐ™์€ ๋‚ด๋ถ€์ ์ธ๊ฑธ๋กœ ๋“ค์–ด๊ฐ€์•ผ๋˜๋‚˜?