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Question by mcronline · May 24, 2017 at 07:41 AM · quaternioneuler

X and Z rotating to the same direction using Quaternion.Euler

Hi

I'm trying to rotate an object on his Y axis based on his velocity on the X axis position. Like this:

 void Update(){
         Quaternion rotation;
         float velocityX;
 
         velocityX = (transform.position.x - previousPosX) / Time.deltaTime;
 
         rotation = Quaternion.Euler(-90f, velocityX, 0.0f);
         transform.rotation = rotation;
         
         previousPosX = transform.position.x;
 }

As you can see, the x rotation must be fixed to -90.

Using velocityX in y parameter, the object doesn't rotate in the direction I need to. if I try to use velocityX in the z parameter, it rotates in the same wrong direction. Why this happens?

The initial transform.rotation of the object is -90, 0, 0

Thank you!

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Answer by DarkFang100 · Feb 02, 2018 at 02:14 AM

Have you tried rotating the x? Like this:

     Quaternion rotation;
     float velocityX;

     velocityX = (transform.position.x - previousPosX) / Time.deltaTime;

     rotation = Quaternion.Euler(velocityX, 0.0f 0.0f);
     transform.rotation = rotation;

     previousPosX = transform.position.x;

Hope this helps @mcronline.

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avatar image DarkFang100 · Feb 02, 2018 at 02:16 AM 0
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Of course, this still goes into the update function (all of it) @mcronline.

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