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Question by Antipastamasta · Aug 09, 2015 at 10:34 PM · c#rotationmovementspriterotate

Saving Rotation of Sprite

Hello programmers who are better than me! I have this code, which is working beautifully at facing my sprite in whichever direction it is moving. The problem is that when it stops moving the sprite locks back to its initial rotation, when I would like it to stay at the rotation it was at just before stopping. How can I achieve this? Many thanks.

 using UnityEngine;
 using System.Collections;
 
 public class FaceDirection : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
 
 
         Vector2 moveDirection = gameObject.GetComponent<Rigidbody2D>().velocity;
 
             float angle = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
             transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
 
     }
     
 
 }
 
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Answer by zach-r-d · Aug 10, 2015 at 03:07 AM

Try checking if the magnitude of moveDirection is above a small threshold before changing the rotation:

     Vector2 moveDirection = gameObject.GetComponent<Rigidbody2D>().velocity;
     if (moveDirection.magnitude > .01f) {
          float angle = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
          transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
     }
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avatar image Antipastamasta · Aug 10, 2015 at 03:41 AM 0
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Hmm..... That makes total sense and it should work, but it still does the same thing. Thank you so much for your efforts! There are no compiler errors or anything, it just snaps back to the initial rotation when it stops moving.

avatar image zach-r-d · Aug 10, 2015 at 07:57 AM 0
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Is there any other script that affects the rotation of the object?

avatar image S4idus zach-r-d · Apr 03, 2020 at 02:30 PM 0
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$$anonymous$$ay I ask why is this happening? I have the same problem with him above and it worked for me thank you for your answer! :D

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