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Question by fede1324 · May 15, 2016 at 04:04 PM · c#unity 5rotationtransformrotate

Problems With .rotate behavior

Hey, I'm trying to make a day & night cycle. In order to do this I used .rotate.x. The problem is that the rotation goes from 0 to 90, then it starts decreasing to 0. Then It goes from 360 to 270 and then back to 360 and 0. It rotates as I want but to program is very complex. If there is a way to rotate from 0 to 360 and then 0 again it will be much easier to program. It is possible to do this?

Code: sun.transform.rotate = new Vector3(secs,0,0);

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Answer by JedBeryll · May 15, 2016 at 06:13 PM

transform.rotation is a Quaternion. It won't work the way you would expect if you assign Vector3-s to it. If you want to rotate it like that you have a few options though:

 transform.Rotate(new Vector3(secs,0,0));
 // or
 transform.eulerAngles = new Vector3(secs,0,0);
 // or
 transform.rotation = Quaternion.Euler(new Vector3(secs,0,0));
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avatar image Eno-Khaon · May 15, 2016 at 06:41 PM 0
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Another option is:

 transform.rotation = Quaternion.AngleAxis(secs, Vector3.right);

This will ensure that, rather than using the indirect inputs of Euler Angles into a Quaternion-based system (which then converts values back into the more-commonly-understood Euler Angles), you're constructing rotations directly around Quaternions ins$$anonymous$$d.

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