As a recovering VFX Artist/Animator was excited to jump into some familiar waters with Sin/Cos. But was surprised how much I struggled with applying it to Rotation. Most systems ive been in had readily available ways to convert quaternions to vector3’s (or, you know, let me pretend im working with a vector3), but there were a few levels on which I got stuck initially, starting with simply trying to serializeFields lol. Got there eventually but still feel like im not getting the rotation I want at a predictable rate. Definitely some more diving to do.
One thing I learned in this process, from what I can tell in Unity, BYORangeMapper