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Question by wer8888 · Sep 25, 2018 at 07:21 PM · rotationquaternionsmoothsnapeuler

Quaternion snaps to a rotation when moving (and with input)?

Hi, I am trying to make a simple script where if you press the horizontal keys, a cube rotates ten degrees on the z axis, and if you press the vertical keys, it rotates ten degrees on the x axis. I have figured a script for it, and it works well but I have a problem. Normally, if I were to press a, the cube would smoothly rotate from 0 to 10 degrees, but if I were at 10 degrees already it would snap to 0 degrees and then move smoothly to -10. I can't seem to find a solution the problem, here is my code:

 void FixedUpdate () {
         float horizontal = Input.GetAxis("Horizontal");
         float vertical = Input.GetAxis("Vertical");
         Vector3 movement = new Vector3(vertical * maxangle, 0.0f, -(horizontal * maxangle));
 
         rb.transform.rotation = Quaternion.Euler(movement);
     }

By the way, maxangle = 10. I am a beginner so I cannot find an answer. Any help would be appreciated! Thank you!

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avatar image TreyH · Sep 25, 2018 at 07:31 PM 0
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Yeah, that's the behavior you've written here. Consider your line:

 Vector3 movement = new Vector3(vertical * maxangle, 0.0f, -(horizontal * maxangle));


Is that line accounting for the ball's current rotation?

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Answer by ArseneySorokin · Sep 27, 2018 at 11:27 AM

Change

                  rb.transform.rotation = Quaternion.Euler(movement);

To

 rb.transform.Rotate(movement);

You always set the rotation to "movement" which is always the same value. Instead, you should be adding "movement" to your current rotation.

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avatar image TreyH · Sep 27, 2018 at 12:57 PM 0
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You'll probably want to add a time coefficient.

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