What this does?
Imagine you want to build a game. You might want to have something like a bulletin board floating in front of the user indicating that he should start the game by saying "Go." Something like that. You want it to be visible no matter where the user walks, but you do not want it to be "in his face" all the time. This is why we need this frame of reference. It is a coordinate system that, once defined, stays in the same rotation but moves with the user.
There are a couple of overloads available. These are similar to the ones we saw with the stationary frame of reference.
I did not mention this before, but there is a fourth overload that might be a bit misleading. This overload is available for both frames. You can supply an angle ...
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