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Question by Vuzok · Jun 22, 2016 at 03:58 PM · rotationspeedfloatcar gamespeedometer

C# Min/Max Rotation based on Float?

I am trying to work on a non GUI speedometer. I have my speed float set up and am trying to work out how to get the needle of the dial to rotate from a minimum angle to a maximum angle depending on the value of the speed float. Any help would be much appreciated!

 using UnityEngine;
 using System.Collections;
 
 public class Speedos : MonoBehaviour {
 
     //My speedometer needles.
     public GameObject RPMSpeedo;
     public GameObject MPHSpeedo;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
         //Speed float value.
         GameObject sedan = GameObject.Find("Sedan");
         RCCCarControllerV2 sedanScript = sedan.GetComponent<RCCCarControllerV2>();
         sedanScript.speed -= 0f;
 
     }
 }
 
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avatar image Vuzok · Jun 22, 2016 at 04:16 PM 0
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I can't even seem to find a way of rotating a separate gameobject using C#?

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Answer by Mindmapfreak · Jun 23, 2016 at 07:06 PM

Something like this should work:

 float angle = Mathf.Clamp((speed-MIN_SPEED)/MAX_SPEED*(MAX_ANGLE-MIN_ANGLE)+MIN_ANGLE, MIN_ANGLE,MAX_ANGLE);
 NeedleObject.transform.localRotation = Quaternion.AngleAxis(angle, NeedleObject.transform.forward);

Maybe you have to use transform.up or transform.right instead of transform.forward, depending on the orientation of your gameobject.

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avatar image Vuzok · Jun 28, 2016 at 09:54 AM 0
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That worked! Thank you for taking the time to help me!

avatar image Vuzok Vuzok · Jun 28, 2016 at 10:46 AM 0
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Hmm could I get you to explain to me why each part of the code is there? I understand what its apart from the Quaternion part but I don't really understand why so I can't figure out what I need to change to get it to work. I've tried changing the transform direction like you said and have tried almost every single combination of $$anonymous$$ and max angles.

 using UnityEngine;
 using System.Collections;
 
 public class Speedos : $$anonymous$$onoBehaviour {
 
     public GameObject RP$$anonymous$$Speedo;
     public GameObject $$anonymous$$$$anonymous$$HSpeedo;
 
     private int maxangle$$anonymous$$$$anonymous$$H;
     private int $$anonymous$$angle$$anonymous$$$$anonymous$$H;
 
     public float angle;
 
     // Use this for initialization
     void Start () {
         maxangle$$anonymous$$$$anonymous$$H = 210;
         $$anonymous$$angle$$anonymous$$$$anonymous$$H = 0;
     }
     
 
     // Update is called once per frame
     void Update () {
     
         GameObject sedan = GameObject.Find("Sedan");
         RCCCarControllerV2 sedanScript = sedan.GetComponent<RCCCarControllerV2>();
 
         angle = $$anonymous$$athf.Clamp(sedanScript.speed / sedanScript.maxspeed * (maxangle$$anonymous$$$$anonymous$$H - $$anonymous$$angle$$anonymous$$$$anonymous$$H) + $$anonymous$$angle$$anonymous$$$$anonymous$$H, $$anonymous$$angle$$anonymous$$$$anonymous$$H, maxangle$$anonymous$$$$anonymous$$H);
         $$anonymous$$$$anonymous$$HSpeedo.transform.localRotation = Quaternion.AngleAxis(angle, $$anonymous$$$$anonymous$$HSpeedo.transform.up);
 
     }
 
 
 
 }
 
 
avatar image Vuzok Vuzok · Jun 28, 2016 at 10:48 AM 0
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I should say that it worked for a moment at the start but the gameobject was being made horizontal, I couldn't get the needle of the speedometer to start at 0 and when the speed of the car reached a certain speed the needle flipped out and span around the place.

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