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Question by ben657 · Jul 23, 2012 at 07:15 PM · rotatevelocityaxistilt

Moving a model relative to one axis

Hello, first time using unity, so i'm a little confused as to how to do this...

I have a jet/spaceship type thing, which needs to move relative to its facing (y axis I think) and when a direction is pressed, it should rotate its facing, move that direction, and also tilt along its x axis to give the impression of banking. I have the turning and moving at an angle working fine, but when I try to add the tilt, everything goes to pot, and it has a fit when the keys are pressed. Here's my code:

 void Update ()
  { 
  float rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime;
  transform.Rotate(0,0,rotationAmount);
  
  float moveAmount = Input.GetAxis ("Vertical") * moveSpeed * Time.deltaTime;
  rigidbody.AddRelativeForce(-moveAmount,0,0);
  
  if(Input.GetAxis ("Horizontal") == 1)
  {
  transform.eulerAngles = new Vector3(270 - 45,0,transform.eulerAngles.z);
  }
  else if(Input.GetAxis ("Horizontal") == -1)
  {
  transform.eulerAngles = new Vector3(270 + 45,0,transform.eulerAngles.z);
  }
  else
  { 
  transform.eulerAngles = new Vector3(270,0,transform.eulerAngles.z);
  } 
  }
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avatar image commodore · Jul 24, 2012 at 05:08 AM 0
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try using localEulerAngles ins$$anonymous$$d

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Answer by Ranger-Ori · Jul 24, 2012 at 07:33 AM

  transform.eulerAngles = new Vector3(270 - 45,0,transform.eulerAngles.z);

You do realize that you change the settings of vectors x,0,z. I think z axis might also become affect of this change.

If you want to change only the x axis, then your code should look like this:

 transform.eulerAngles.x = 270 - 45; //which you can write just 225.

And you should try using localEulerAngles, in case you have a parent obj.

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avatar image ben657 · Jul 24, 2012 at 09:35 AM 0
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The reason I didn't just set x to the value, is that i'm writing in C# which needs the whole vector3, the x,y and z are read-only. And the model should always have a y rotation of 0, and x is just kept the same. Using localEulerAngles has fixed it though.

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