title: Object does not rotate in the correct direction from Atan2 to Quaternion
body: <p>I am trying to rotate an object on its z axis, given a point I calculated at an angle with Atan2 function. Then I create a Quaternion to enter it in the rotation of the object. However, it does not rotate in the supposedly correct direction. If I diagram the angles given by the Atan2 functions, I visualize a clockwise system of angles, but if I diagram the angles that should be so that my object is rendered in the correct direction, I visualize an anti-clockwise system. The solutions creating a dictionary with the values received by the Atan2 function as keys and their values are the angles with which the object will rotate the correct direction. But I still don't understand what is happening. I hope someone can help me understand it because there is no worse solution than the one that solves but without knowing what is happening.</p>
  
  <p><a href="https://i.stack.imgur.com/2G5FI.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/2G5FI.png" alt="enter image description here"></a></p>
  
  <pre><code>public class ArrowMovement : MonoBehaviour
  {
      public Vector2Variable currentPlayerDirection;
      public Vector3Variable currentPlayerPosition;
      public InputAxis inputAxis;
  
      private float anglePassed;
      private Dictionary&lt;float, float&gt; realAngles = new Dictionary&lt;float, float&gt;();
  
      void Awake()
      {
          realAngles.Add(-135, -135);
          realAngles.Add(-90, 180);
          realAngles.Add(-45, 135);
          realAngles.Add(0, 90);
          realAngles.Add(45, 45);
          realAngles.Add(90, 0);
          realAngles.Add(135, -45);
          realAngles.Add(180, -90);
      }
  
      void Update()
      {
          Vector3 offsetVector = new Vector3(0.2f, 0.05f, 0);
          transform.position = currentPlayerPosition.Value;
  
          // Rotation
          float angle = Mathf.Atan2(inputAxis.horizontal, inputAxis.verticall) * Mathf.Rad2Deg;
          Quaternion rotation = Quaternion.Euler(0, 0, realAngles[angle]);
          transform.rotation = rotation;
      }
  }
  </code></pre>