Rotation and Matrix TRS
Rotating a point around another in 3D space from any axis, without gimbal lock, using pure math (matrices and quaternions) and without any Transform or empty GameObject.
Rotating a point around another in 3D space from any axis, without gimbal lock, using pure math (matrices and quaternions) and without any Transform or empty GameObject.
Swap the camera projection from perspective to orthographic using a linear interpolation function coupled with an easing function.