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Question by FyreDemon405 · Apr 21, 2017 at 05:59 PM · c#rotatingdistance check

Making a GameObject rotate faster as the player gets closer to it

I am trying to make A shperical object rotate and the rotation speed to get faster the nearer it is to the player. I already have it rotating with a changing speed but it gets slower the closer it is to the player with this script:

using UnityEngine;

public class Enemy : MonoBehaviour {

 public float speed_for_distance = 50f;
 public GameObject player;
 
 
 // Update is called once per frame
 void FixedUpdate () 
 {
     transform.Rotate(Vector3.back, 180 * Vector3.Distance(player.transform.position, transform.position) / 10 * Time.deltaTime);
 }

}

I have tried dividing the vector3(stuff) by Time.deltaTimeinstead of multiplying but that just made it spin VERY quickly instead.

Any help would be appreciated and thank you in advance

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avatar image BaldBeardedMonk · Apr 22, 2017 at 03:14 AM 0
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Hi, It gets slower because Vector3.Distance value gets smaller as the player reaches the object. and you multiply this value with 180. I guess a workaround could be to tweak your code to use division or subtraction in a way i.e

180/Vector3.Distance(player.transform.position, transform.position) or maybe 180 - Vector3.Distance(player.transform.position, transform.position)

You can tweak the value of 180 to suit your needs.

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Answer by MrCrumbl3d · Apr 22, 2017 at 04:11 AM

void FixedUpdate () { transform.Rotate(Vector3.back, 180 Vector3.Distance(player.transform.position, transform.position) / speed_for_distance Time.deltaTime);

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