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Thanks for the info, it appears I fixed it by using the Quaternion operator * IEnumerator RotateGearA(Vector3 byAngles, float inTime) {...
PS. If it helps that coroutine is from my previous project where the cogs were 2D sprites, it worked fine there
Hi, I'm currently working on a puzzle game, the part where I'm struggling - a cog which you can rotate. It's a 3d model and upon clicking on the...