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Question by Triqy · Aug 19, 2012 at 02:30 AM · rotationtransformreset

Rest Rotation Constraint

Im trying to reset the X rotation when my gameobject moves past a certain transform position.For some reason this isnt working for me. Any work around?

 function Update () {
 
 
 if(transform.rotation.x > 2){
 
     transform.rotation.x = 0;
     
 
     }
 }
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Answer by aldonaletto · Aug 19, 2012 at 02:45 AM

transform.rotation is a quaternion, and its XYZ components aren't those nice angles you see in the Inspector/Rotation fields - these fields are actually the transform.eulerAngles (or transform.localEulerAngles, if the object is a child). You could try something like this:

function Update(){
  if (transform.eulerAngles.x > 2){
    transform.eulerAngles = Vector3(0,0,0);
  }
}
But notice that you can't rely on eulerAngles.x when the other elements (y and z) aren't zero: Unity calculates eulerAngles from transform.rotation, and may return some weird combinations (there are several possible Euler angles that result in the same rotation).
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avatar image J.D. · Aug 19, 2012 at 02:51 AM 0
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Also, you can't change only X or only Y value of a vector. Never write transform.position.x = 10, ins$$anonymous$$d create a whole new vector with transform.position = new vector3(10,0,0);

avatar image Triqy · Aug 19, 2012 at 02:55 AM 0
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Thanks guys! I have a new understanding on what to do now.

avatar image aldonaletto · Aug 19, 2012 at 02:58 AM 0
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Yes, specially for eulerAngles/localEulerAngles: Unityscript accepts writing to a single component (x, y or z), but doing this may generate errors that after some repetitions may produce incredibly wrong results.

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