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Question by jigwiz · Apr 11, 2017 at 04:48 AM · rotationmovementgyroscope

How do I control the rotation of object.

I have a 3d game in which the object is controlled by the Gyro on iPad. Object is set to move on x and y axis ONLY. I added a slight rotation to the objects movement to make the movements feel less mechanical. So the object tilts slightly in the direction that its moving. I have run in to 2 issues. I am not able to limit the amount of rotation of the object. Also the objects rotates too slowly.

How do I limit the amount of rotation and how do I get the object to respond faster during rotation. Heres the code that controls rotation:

 //Control character rotation
         currentAcceleration = Vector3.Lerp(currentAcceleration, Input.acceleration - initialAcceleration, Time.deltaTime/smooth);
 
         newRotation = Mathf.Clamp(currentAcceleration.x * sensitivity, -1, 1);
         transform.Rotate(0, 0, -newRotation);

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Answer by jigwiz · Apr 11, 2017 at 05:08 AM

After a little experimentation I was able to get the speed of the rotation to respond quicker. Now if I can figure out how to properly clamp the rotation I'll be golden. Heres more of the script that controls movement:

 void Update() 
     {
 
 
         //Move character using gyro//
 
         //Controls input speed
         _InputDir = getAccelerometer(Input.acceleration);
 
         //Controll character using accelerometer
         transform.Translate (_InputDir.x * xSpeed, _InputDir.y * ySpeed, 0);
 
         //Control character rotation
         currentAcceleration = Vector3.Lerp(currentAcceleration, Input.acceleration - initialAcceleration, Time.deltaTime/smooth);
 
         newRotation = Mathf.Clamp(currentAcceleration.x * sensitivity, -5, 5);
         transform.Rotate(0, 0, -newRotation);
 
         //Constrain character movement to viewport//
         Vector3 boundaryVector = transform.position;
 
         Vector3 pos = Camera.main.WorldToViewportPoint (transform.position);
         pos.x = Mathf.Clamp01(pos.x);
         pos.y = Mathf.Clamp01(pos.y);
         pos.z = Mathf.Clamp (transform.position.z, 100, 50);
 
 
 
         transform.position = Camera.main.ViewportToWorldPoint(pos);
 
     }


Also movement is restricted to camera viewport.

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avatar image jigwiz · Apr 26, 2017 at 10:07 PM 0
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I found this to work to speed up Z rotation and also clamp rotation on z:

 {
 
 
         //$$anonymous$$ove character using gyro//
 
         //Controls input speed
         _InputDir = getAccelerometer(Input.acceleration);
 
         //Controll character using accelerometer
         transform.Translate (_InputDir.x * xSpeed, _InputDir.y * ySpeed, 0);
 
         //Control character rotation
         currentAcceleration = Vector3.Lerp(currentAcceleration, Input.acceleration - initialAcceleration, Time.deltaTime/smooth);
 
         newRotation = $$anonymous$$athf.Clamp(currentAcceleration.x * sensitivity, -10.0f, 10.0f);
     
         transform.eulerAngles = new Vector3(0.0f, 180.0f, -newRotation);

I'd like the object to rotate a bit more to make the movements more dramatic so I need to find how to adjust and tweet that but essentially this code is working for me.

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