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If you rotate the bounds far enough, the drag directions on the X and Z axes get inverted. The math here is something I'm personally very unfamiliar with.
It's not something that desperately needs fixing, but if anyone wants to contribute this is a good issue to handle. The relevant code is in BoundsPlane.cs, in the _Input function.
The text was updated successfully, but these errors were encountered:
If you rotate the bounds far enough, the drag directions on the X and Z axes get inverted. The math here is something I'm personally very unfamiliar with.
It's not something that desperately needs fixing, but if anyone wants to contribute this is a good issue to handle. The relevant code is in
BoundsPlane.cs
, in the_Input
function.The text was updated successfully, but these errors were encountered: