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Question by phygitalmadhouse · Mar 17, 2018 at 10:58 PM · rotationrotate objectrotation axis

cant make Quaternion Slerp work properly

Hi all mates ,

Im mainly work as 3D Artist and need a helping hand with a script code for a personal proyect,

Im very stuck and lost several hours couple days and any help will be apreciate :

Is a little game test in Kinect , and want to rotate an object on a collision with kinect hands (like flight game).I have an issue returning the object to his original rotation like a plane does ,but as much as i read , im not able to make it work and im little lost.

Here is the code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RotateOnCollision : MonoBehaviour {
 
     //object to rotate (player)
 
         public Transform objectToRotate;
         public float rotationInty;
         public float smooth;
         public float speed;
     
 
        
     
         // Use this for initialization
         void Start () {
     
     
             
         }
         
         // Update is called once per frame
         void Update () {
     
             
         }
     
         void recoverPosition()
         {
     
             Debug.Log("void recover");
             objectToRotate.transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, Time.time * speed);
             
             Debug.Log("void recover end");
         }
     
         void FixedUpdate()
         {
     
         }
     
         void OnCollisionStay(Collision col)
         {
             if (col.gameObject.name == "24_Thumb_Right")
             {
                 
                 
                //rotate y axis
     
                 objectToRotate.transform.RotateAround(objectToRotate.transform.position, transform.up, -rotationInty);
     
                 
     
                 //rotate z axis
     
                 
     
                 objectToRotate.transform.Rotate(Vector3.forward * Time.deltaTime * smooth);
     
                 
             }
     
             
     
         }
         void OnCollisionExit(Collision col)
         {
             if (col.gameObject.name == "24_Thumb_Right")
             {
                 print("No longer in contact with " + col.transform.name);
     
                 recoverPosition();
     
                
                 
             }
     
         }
     
     }



Thanks in advance because sure im making lot of dumb code , lol .

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Answer by KittenSnipes · Mar 18, 2018 at 02:41 AM

@phygitalmadhouse

I think this should work but I am not absolutely sure what objectToRotate is but on Start I save the objects original rotation. Hope it works out.

 using UnityEngine;
 
 public class RotateOnCollision : MonoBehaviour {
     //Object to rotate (player)
     public Transform objectToRotate;
     public float rotationInty;
     public float smooth;
     public float speed;
 
     Vector3 objectsOriginalPosition;
     Quaternion objectsOriginalRotation;
 
     void Start()
     {
         objectsOriginalRotation = objectToRotate.transform.rotation;
     }
 
     void RecoverPosition()
     {
         Debug.Log("void recover");
         objectToRotate.transform.rotation = Quaternion.Slerp(objectToRotate.rotation, objectsOriginalRotation, Time.deltaTime * speed);
         Debug.Log("void recover end");
     }
 
     void OnCollisionStay(Collision col)
     {
         if (col.gameObject.name == "24_Thumb_Right")
         {
             //rotate y axis
             objectToRotate.transform.RotateAround(objectToRotate.transform.position, transform.up, -rotationInty);
 
             //rotate z axis
             objectToRotate.transform.Rotate(Vector3.forward * Time.deltaTime * smooth);
         }
     }
 
     void OnCollisionExit(Collision col)
     {
         if (col.gameObject.name == "24_Thumb_Right")
         {
             print("No longer in contact with " + col.transform.name);
             RecoverPosition();
         }
     }
 }
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avatar image phygitalmadhouse · Mar 18, 2018 at 08:57 AM 0
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Hi $$anonymous$$ate , Thanks i will test in a few (just woke up drea$$anonymous$$g with this issue lol).

avatar image phygitalmadhouse · Mar 18, 2018 at 09:35 AM 0
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@$$anonymous$$ittenSnipes It works and with it i understand now better how this things work , but makes same weird stuff that im not able to understand , told you :

Looks like , in both examples , the rotation is just affected in a "frame time" , like if the function stops next frame and just return his rotation the time between frames.

The speed as is a 0,1 range in Unity Docs , if 0 no lerp and if 1 full lerp and rotate to his original position but in a frame not smooth.(????why , dont know)

$$anonymous$$aybe is the collisions that just work in a frame-frame rate , i dont know really.

I can make it work in a fake way by animators , but im really obsessed with this simple code , lol.

If you have some more clue , will be aprreciate.

P.D: objetToRotate is a flying carpet that i want to rotate with collisions (kinect avatar as a controller , all works fine as is much complex code except this f... rotation and makes me sick , lol)

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