Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by najikadri · Feb 23, 2016 at 09:58 AM · rotationvector3directionanglerays

change angle towards direction

I want to deflect/reflect my bulltet, so I used rays to get the incident ray , the normal and made a function that reflects the ray and returns a new vector3. I got the new vector but I don't know how to make the bullet have the same direction of the vector (blue ray). How can I do so? I tried Quaternion.FromToRotation and other functions and they didn't worked. alt text

Here is the code to understand more what's happening:

 using UnityEngine;
 using System.Collections;
 
 public class BulletBehavior2D : MonoBehaviour {
     public bool isEnabled;
     public float speed;
     public bool bounceOff;
     public float rayLength;
     private Ray2D ray;
     private RaycastHit2D hit;
 
     // Use this for initialization
     void Start () {
 
     }
     
     // Update is called once per frame
     void Update () {
 
         ray = new Ray2D (new Vector2 (transform.position.x, transform.position.y), new Vector2 (transform.right.x, transform.right.y));
         RaycastHit2D hit;
         Debug.DrawRay (ray.origin, ray.direction * rayLength);
         hit = Physics2D.Raycast (ray.origin, ray.direction, rayLength);
 
         if (isEnabled) {
             transform.position += transform.right *  Time.deltaTime * speed;
         }
         if (hit != null) {
             Debug.DrawRay (hit.point, hit.normal * rayLength,Color.red);
             Vector3 reflect = BulletBehavior2D.Reflect(transform.right,hit.normal);
             Debug.DrawRay (hit.point, reflect * rayLength ,Color.blue);
         }
 
 
     }
 
     public static Vector3 Reflect(Vector3 vector, Vector3 normal)
     {
         return 2.0f * (normal * -Vector3.Dot(vector, normal)) + vector;
     }
     
 
     void OnTriggerEnter2D(Collider2D coll) {
 
         Vector3 reflect = BulletBehavior2D.Reflect(transform.right,hit.normal);
         Vector2 rf = reflect;
         /**here the reflection and change of angle should occur ! **/
 
    }
 }

fromto.png (16.7 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Eno-Khaon · Feb 23, 2016 at 10:48 AM

Well, you have the direction vector of the bullet prior to bouncing off the surface, as well as the calculated new vector after it's deflected.

Being a little lazy and taking a note from this older question, you should be able to generate a Quaternion rotation by doing something like this:

 Quaternion angleAdjustment = Quaternion.FromToRotation(currentDirection, reflectedDirection);
 transform.rotation = angleAdjustment * transform.rotation;

Quaternion multiplication order always throws me off, so I apologize if I got the final line backwards; Non-commutative math is never pleasant to work through.

Anyway, with both of the directions in mind, the vectors can be run through a FromToRotation to calculate how to reach the destination vector from the current vector. Then, that value can be multiplied with the current rotation to rotate to the new orientation.

Edit: I understand if it doesn't work out for you, since you already mentioned you'd given FromToRotation a try, but I'm simply offering my perspective on it in case anything may have been overlooked.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image najikadri · Feb 23, 2016 at 06:11 PM 0
Share

I did that and it gave me zero ! why?

avatar image Eno-Khaon najikadri · Feb 23, 2016 at 07:14 PM 0
Share

I'm not really sure what you mean. What is "it" that is zero?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Rotation resets on character controller 0 Answers

Struggling to get the rotation the player is moving in. 1 Answer

Creating a simple character controller (Script provided) 1 Answer

Rotate GameObject 90 degrees where is my flaw? 0 Answers

Can't get correct angle between two world positions 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges