Unity-Technologies / Unity-Technologies/Unity.Mathematics

Dose math.mul(quaternion,quaternion) return value needs to be normalized?

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C#
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Description

I my project. rotation.Value = math.normalize(math.mul(deltaRot, rotation.Value)); works fine.
but rotation.Value = math.mul(deltaRot, rotation.Value); Is not always working as expected.
In what condition should we normalize a quaternion?

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Research direction

The issue names math.mul, math.normalize, and quaternion rotation.Value expressions but no file or test. Start by reviewing the documentation for these APIs and reproduce both expressions in a minimal Unity.Mathematics case; done should be a clear explanation of when normalization is required.

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Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Documentation
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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