relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );
relativeOffset = Vector3(1.0f, 1.0f, 0.0f);
}
else
{
mOvershootOverlay.SetProperty( Actor::Property::ORIENTATION, Quaternion( Quaternion( Radian( 0.5f * Math::PI ), Vector3::ZAXIS ) ) );