I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller.
OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3.
If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity.
I've also tried converting the eular to radians but that doesn't seem to work correctly either.
Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?