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Question by waz11 · Jan 31, 2017 at 04:48 PM · unity 2drotations

How can i count full rotations of object and then add point for each one

IEnumerator WaitForTouchRelease() { while(true) { if(Input.GetMouseButtonUp(0)) { pos1 = MakeFormula(Input.mousePosition.y / Screen.height);

                 dist = pos1 - pos0;

                 break;
             }

             yield return 0;
         }

         m_rig.AddForce(Vector2.up * dist * forceMult);

         m_rig.AddTorque(rotateSpeed);

         PlaySoundBounce();

         yield return new WaitForSeconds(1);

         floorTouched = false;
     }

     public Text textPoint;

     int point = 0;

     void Add1Point()
     {
         point++;

         if(textPoint != null)
             textPoint.text = point.ToString();

         PlaySoundSuccess();
     }

     void OnCollisionEnter2D(Collision2D coll)
     {
         if(floorTouched)
             return;

         floorTouched = true;

         PlaySoundCollision();

         StartCoroutine(WaitForVelocityNull());
     }

     IEnumerator WaitForVelocityNull()
     {
         while(m_rig.velocity.y != 0)
         {
             yield return 0;
         }

         yield return new WaitForSeconds(0.5f);

         if(m_rig.transform.eulerAngles.z < 15)
         {
             m_rig.velocity = Vector2.zero;

             Add1Point();

             StartCoroutine(WaitForFirstTouch());
         }
         else if(m_rig.transform.eulerAngles.z > 359)
         {
             m_rig.velocity = Vector2.zero;

             Add1Point();

             StartCoroutine(WaitForFirstTouch());
         }
     
         else
         {
             textPoint.text = "Game Over";

             Util.SetLastScore(point);

             ShowAds();

             yield return new WaitForSeconds(0.2f);

             Util.ReloadLevel();
         }
     }
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avatar image Glurth · Jan 31, 2017 at 06:24 PM 0
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You will need to store the rotation yourself. Unity's rotational unit, a Quaternion, is in fact a "Unit" Quaternion: it specifies an orientation, NOT an amount of rotation.

In other words, all the Euler angles are "clipped" to 360 degress (I think between -180 and +180, but could be 0 to 360, I always forget).

So, you will NEVER get a true result for this line: if(m_rig.transform.eulerAngles.z > 359)

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Answer by marcosocram · Oct 14, 2017 at 07:08 PM

This thread can get you goin:

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