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Question by m-grainger · Jun 13, 2017 at 06:06 PM · c#unity 5rotation

Smooth 90 degree rotation on Z axis on button press

Hello! So, I have some code that does almost exactly what I want it to do (see title), but it is rotating on the X axis, and I would like it to rotate on the Z axis. I thought this would be a simple fix, but I am stumped. Any help is much appreciated!

Here is the code:

 using UnityEngine;
 using System.Collections;

 public class Rotator : MonoBehaviour
 {
 public float smooth = 1f;
 private Quaternion targetRotation;
 void Start ()
 {
     targetRotation = transform.rotation;
 }

 void Update ()
 {
     if (Input.GetKeyDown (KeyCode.Space)) { 
         targetRotation *= Quaternion.AngleAxis (90, Vector3.up);
     }
     transform.rotation = Quaternion.Lerp (transform.rotation, targetRotation, 10 * smooth * Time.deltaTime); 
     }
 }
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avatar image Habitablaba · Jun 13, 2017 at 06:36 PM 1
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I'm not sure what the C axis is, but you are rotating using the Vector3.up (world up / y vector). If you want the world Z axis, use Vector3.forward, and if you want the object's local forward, use transform.forward.

avatar image m-grainger Habitablaba · Jun 13, 2017 at 06:41 PM 0
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transform.forward was exactly what I needed- thank you much!!!

avatar image m-grainger · Jun 13, 2017 at 06:38 PM 0
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By the way, by "C axis", I totally meant "X axis". $$anonymous$$y bad!

avatar image cococute · Jun 17, 2017 at 10:15 AM 0
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hello there my friend, actually your code works perfectly on what I need I just modified this part

targetRotation = Quaternion.AngleAxis (90, Vector3.up); to this targetRotation = Quaternion.AngleAxis (90, Vector3.forward);

and it is working perfectly on $$anonymous$$d.

what it does to my modification is when I press down or tap the screen my circle or like a wheel object rotates 90 degrees smoothly.

Hope this helps

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Answer by HawkSandwich · Jun 17, 2017 at 10:27 AM

Maybe after you set targetRotation, you could do this:

 targetRotation = Quaternion.Euler (targetRotation.eulerAngles.x-90, targetRotation.eulerAngles.y, 
 targetRotation.eulerAngles.z+90);

or something similar?

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Answer by Kauppasarvi · Jun 17, 2017 at 10:55 AM

Hello, you need to change axis in Quaternion.AngleAxis, like this:

  if (Input.GetKeyDown (KeyCode.Space)) { 
      targetRotation *= Quaternion.AngleAxis (90, Vector3.forward);
  }

Vector3 has some handy built-in directions, like up, forward and right. You can also define your own axises by saying like:

  if (Input.GetKeyDown (KeyCode.Space)) { 
      targetRotation *= Quaternion.AngleAxis (90, new Vector3 (1, 2, 1));
  } 

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