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Preseve Child Rotation when parenting


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I am in a situation in which I want to add a parent to a mesh without changing the mesh's world rotation. For that I subtracted the parent's rotation from child before parenting. Sometimes the meshes have rotations as Quaternions (for both parent and child) , so to make the subtraction I convert them to euler using Quaternion.toEulerAngles(). This works perfectly for some orientation but not for others. Is this logic right? I want to know if there is some other way of doing this.

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