I’ve tried to calculate the angles between the plane face and camera direction but never seem to get the correct result after the transformation. Guessing I’ve taken a wrong turn somewhere?
I’ve added a playground above. Thanks in advance for any help/guidance
It works if you move separately the x/y rotation and keep the other one to 0, but you get a rotation around Z if you give some value to both. I don’t know how to get rid of this rotation around Z and even if it is possible, as it is a degree of freedom that you have because you only take into account the normal of the plane. Maybe there is something to do with the camera.upVector but I don’t know what…