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Question by Malcolm240104 · Mar 24, 2020 at 04:23 PM · rotation2d-physics

Player Rotation to gravity

I am having a problem as the player will keep facing one direction other than rotate according to where he is on the planet. What can I add to solve this issue? For Gravity I followed Brackeys tutorial.

This is the script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class GravityAttractor : MonoBehaviour {

 public static List<GravityAttractor> Attractors;
 public Rigidbody2D rb;
 const float G = 6.674f;
 public bool attract;
   


 void Awake()
 {
     rb = GetComponent<Rigidbody2D>();
 }
 void FixedUpdate()
 {
     foreach (GravityAttractor attractor in Attractors)
     {
         if (attractor != this)
         {
             Attract(attractor);

         }
     }
 }

 void OnEnable()
 {
         if (Attractors == null)
         Attractors = new List<GravityAttractor>();
         Attractors.Add(this);

 }

 void OnDisable()
 {
         Attractors.Remove(this);
    
 }

 public void Attract(GravityAttractor objToAttract)
 {
     if (attract == true)
     {
         Rigidbody2D rbToAttract = objToAttract.rb;

         Vector2 direction = rb.position - rbToAttract.position;
         float distance = direction.magnitude;

         if (distance == 0f)
             return;

         float forceMagnitude = G * (rb.mass * rbToAttract.mass) / Mathf.Pow(distance, 2);
         Vector2 force = direction.normalized * forceMagnitude;

   
  
         rbToAttract.AddForce(force);
     }
     
 }

}

Any help is appreciated!

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Answer by unity_ek98vnTRplGj8Q · Mar 24, 2020 at 05:17 PM

You can use Quaternion.LookRotation(). Just give it your negative gravity vector as the up direction. I use Quaternion.Slerp here to smooth the rotation, but if you don't need to smooth the rotation you can just set transform.rotation to the target rotation directly

 public float speed;
     private Quaternion targetRotation;
 
     public void Attract(blahblah)
     {
         //Do your gravity calculation here
         Vector2 gravityDirection; //Use the direction you calculated
         targetRotation = Quaternion.LookRotation(rb.transform.forward, -1 * gravityDirection);
         rb.transform.rotation = Quaternion.Slerp(rb.transform.rotation, targetRotation, speed * Time.fixedDeltaTime);
     }

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avatar image Malcolm240104 · Mar 25, 2020 at 08:55 AM 0
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Thankyou! it worked

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