To start, I’ve added this line upon a collision response, but this syntax might be wrong. It should set the rotation of the game object to a new quaternion, made from the normal.
go.set_rotation(vmath.quat_basis(message.normal, vmath.vector3(0,0,0), vmath.vector3(0,0,0)))
I am not really sure how to work with quaternions as a newbie, so is this right?
Otherwise, how would I create a new quaternion with the vector3 of the normal?
Also, should a main camera be a child of a character object, which adjusts once the character rotates,
or a separate entity, that is fixed in rotation, and sets its position to a character’s at every frame?