pre-restructure
Both were test bugs; MotionInputMath itself is correct. WorldToCameraRelativeInput_Yaw90 expected +1 for the camera-relative x. A camera yawed +90 degrees faces +X, so world +Z is to its left and the value is -1. The conversion applies Quaternion.Euler(0, -cameraYaw, 0) and Unity's Y rotation is clockwise viewed from above, so forward maps to -right. The round-trip test already pinned this convention and passes precisely because of it. ScreenDeltaToWorldPan compared Vector3 with Assert.AreEqual, which is exact. -10f * 0.02f lands one ulp from the -0.2f literal, so a correct result failed a comparison that printed as identical at two decimals. Now compared per component with a tolerance. EditMode suite is 39/39. Co-Authored-By: Claude Opus 5 <[email protected]>
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