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This was referenced Jun 11, 2022
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Change FaceRotation from Euler angle to Quaternion. It appears to fix the issue.
Previous PR (#24) did not fix the issue. The recognition still sometimes get the movement direction (up/down, left/right) inverted. It's hard to 100% repro on each run.
I suspect the previous implementation has problems specific to Euler angles, like gimbal lock.
Side effect: The clamping of face rotation is removed, however, it doesn't seem to be necessary from my current testing, but we can add it back if there's a requirement to clamp at a max angle.
References:
https://answers.unity.com/questions/1266985/convert-rotation-vector-or-matrix-to-quaternion.html
yuenshome/yuenshome.github.io#9
Fix #19