My goal is to rotate everything on the scene, including the camera, when a specific condition is met.
The rotation should be seamless for the user, with the camera still showing the same view even though the objects have been rotated.
I want to ensure that the orbit controller functionality remains intact during this process.
I've encountered some challenges in achieving this. When attempting to rotate the cube without the user noticing, I faced difficulties in synchronizing the camera rotation.
For example, I want to maintain certain faces of the cube pointing in specific directions while rotating others unnoticed by the user.
Although my code works for one direction of rotation, it falters when applying the rotation in another direction due to complications with the camera's orientation.
How can I achieve this seamless rotation where the camera and objects move together harmoniously?