Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by OctoSloths · Sep 27, 2015 at 06:17 PM · c#2drotationwaypointwander

Keep rotation at (0,0,0) while transforming?

I have a code that allows AI to wander which works perfectly in a 3D space but in a 2D space it does not. I've been trying to rewrite the code in order to work with 2D but I'm mostly having issues with the objects rotation. I know the issue is based around transform.LookAt(waypoint); but the code does not work without it. I've tried changing it but it causes the player to drift out on the z axis rather than wander on the y and x axis. Here is my code:

 using UnityEngine;
 using System.Collections;
 
 public class Wander : MonoBehaviour
 {
 
     // Use this for initialization
     public float speed = 10.0f;
     Vector3 wayPoint;
     float range = 3.0f;
     //var wayPoint : Vector3;
    // var Range = 10;
 
     void Start()
     {
         //initialise the target way point
         Wandering();
     }
 
     void Update()
     {
         // this is called every frame
         // do move code here
         transform.position += transform.forward * speed * Time.deltaTime;
         if ((transform.position - wayPoint).magnitude < 3)
         {
             // when the distance between us and the target is less than 3
             // create a new way point target
             Wandering();
 
 
         }
     }
 
     void Wandering()
     {
         // does nothing except pick a new destination to go to
 
         wayPoint = new Vector3(Random.Range(transform.position.x - range, transform.position.x + range), Random.Range(transform.position.y - range, transform.position.y + range), Random.Range(transform.position.z - range, transform.position.z + range));
         wayPoint.z = 1;
         // don't need to change direction every frame seeing as you walk in a straight line only
         transform.LookAt(wayPoint);
         transform.Rotate(0, 0, 0);
         Debug.Log(wayPoint + " and " + (transform.position - wayPoint).magnitude);
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by MakakWasTaken · Sep 27, 2015 at 06:37 PM

If you want the rotation of the object use this instead:

 transform.rotation = Quaternion.identity;

and why say

 transform.LookAt(wayPoint);
 transform.Rotate(0,0,0);

Why not just say:

 void Wandering()
      {
          // does nothing except pick a new destination to go to
  
          wayPoint = new Vector3(Random.Range(transform.position.x - range, transform.position.x + range), Random.Range(transform.position.y - range, transform.position.y + range), Random.Range(transform.position.z - range, transform.position.z + range));
          wayPoint.z = 1;
          // don't need to change direction every frame seeing as you walk in a straight line only
          transform.rotation = Quaternion.identity;
          Debug.Log(wayPoint + " and " + (transform.position - wayPoint).magnitude);
      }

If you want the rotation to be something else use it like this:

 transform.rotation = Quaternion.Euler(x,y,z);
 //OR
 transform.rotation = Quaternion.Euler(new Vector3(x,y,z));
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image OctoSloths · Sep 27, 2015 at 06:48 PM 0
Share

When i use "transform.rotation = Quaternion.identity;" the object stops wandering all together and ins$$anonymous$$d moves backward on the z axis and nothing else.

avatar image MakakWasTaken OctoSloths · Sep 27, 2015 at 06:53 PM 0
Share

That is because transform.forward is moving a object on the z axis, try doing something like this ins$$anonymous$$d:

 Vector3 v2forward = new Vector3(1, 0, 0);
 transform.position += v2forward * speed * Time.deltaTime;

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

35 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Flip over an object (smooth transition) 3 Answers

Start Coroutine after other has finished 4 Answers

2D Rotate Object With Clamp Gradually. (C#) 2 Answers

Restrictions on gameobject 2D rotation? 1 Answer

RayCast2D direction is always showing origin point(0,0,0) on game and ignores direction Vector2D.(Unity 2017.4.7.f1) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges