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Question by Toddweiss · Sep 09, 2017 at 04:54 AM · c#unity 5rotationflip

unity 2d rotation flipping on y axis upside-down problems

favorite OK so this has been an issue for a week now i cant seem to figure it out i am trying to flip my submarine on its y axis once its goes upside-down. it rotates on my mouse position i will show you my code.

//This code rotates my submarine on mouse position which is perfect.

 Vector3 RayPos = cam.WorldToScreenPoint(transform.position);
 Vector3 dir = Input.mousePosition - RayPos;
 float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
 Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
 transform.rotation = Quaternion.Slerp(transform.rotation, rotation, 
 rotateSpeed * Time.deltaTime);

//now this code is my problem once my sub goes upside down it flips (y) but it only does it once but then when i go back the correct way it wont flip on (y) anymore.

 Debug.Log(Mathf.Abs(Vector3.Dot(transform.up, Vector3.up)));
 if (Mathf.Abs(Vector3.Dot(transform.up, Vector3.down)) < 0.125f)
 {
     if (Mathf.Abs(Vector3.Dot(transform.right, Vector3.down)) > 0.825f)
     {
         SubTrans.localScale = new Vector3(transform.localScale.x, -1, 
         transform.localScale.z);
     }
     else
     {
         SubTrans.localScale = new Vector3(transform.localScale.x, 1, 
         transform.localScale.z);
     }
 }

sub

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avatar image Positive7 · Sep 09, 2017 at 06:14 AM 0
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Because when it's localscale is -1 the transform.up is flipped

  Debug.DrawRay(transform.position, -transform.up, Color.green);

Something like this should solve it (NOT TESTED):

 if ($$anonymous$$ath.Abs(transform.localScale.y - (-1)) < 0.01f)
         {
             if (!(Vector3.Dot(transform.up, Vector3.down) < 0.001f)) return;
             if (Vector3.Dot(transform.right, Vector3.down) > 0.825f)
             { 
                 transform.localScale = new Vector3(transform.localScale.x, 1, transform.localScale.z);
             }
             else if (Vector3.Dot(-transform.right, Vector3.down) > 0.05f)
             {
                 transform.localScale = new Vector3(transform.localScale.x, 1, transform.localScale.z);
             }
         }
         else
         {
             if (!(Vector3.Dot(-transform.up, Vector3.down) < 0.001f)) return;
             if (Vector3.Dot(-transform.right, Vector3.down) > 0.825f)
             {
                 transform.localScale = new Vector3(transform.localScale.x, -1, transform.localScale.z);
             }
             else if (Vector3.Dot(transform.right, Vector3.down) > 0.05f)
             {
                 transform.localScale = new Vector3(transform.localScale.x, -1, transform.localScale.z);
             }
         }

However it will cause a jitter in a certain mouse position because of this -> 0.001f)) return; The higher number will cause more jitter and lower will cause less...

avatar image Toddweiss Positive7 · Sep 10, 2017 at 03:00 AM 0
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wow thank you so much thats really helpful

avatar image Toddweiss Positive7 · Sep 10, 2017 at 03:04 AM 0
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THAN$$anonymous$$S SO $$anonymous$$UCH YOU REALLY ARE A$$anonymous$$AZING, that worked more than perfectly seriously thank you i asked this question 4 times now and finally someone can help me thanks alot

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