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Question by mcuenez · Dec 22, 2015 at 10:41 AM · unity 5rotation

Cannot rotate over 360 degrees

Hi there,

this is my first time posting here, so I'm not quite sure, if I'm within all the rules of posting, but I sure hope so.

I got into some trouble rotating an object with my mouse. While everything works fine - from receiving input values to sending them to the correct object (which has a script attached that processes those values) - I still got some trouble with the actual rotation.

More detailed: the rotation applies for the different axes (x and y), but while the rotation over the y-axis works as expected, the rotation over the x-axis seems to clamp to the values 90 and 270 (depending on the direction I want to rotate in).

I searched quite a lot for some answers and what I think is related to my problem is this: transformrotate-in-x-axis.

I still got no clue though.

Here's my code so far:

 // The rotation vector that shall be applied
 private Vector3 rotation;
     
 // Rotates the object according to the given value (uses the x-value to rotate over the y-axis)
 void RotateInvestigatableX(float value){
         if (isInteracting) return;
         rotation.y = value;
 }
         
 // Rotates the object according to the given value (uses the y-value to rotate over the x-axis)
 void RotateInvestigatableY(float value){
         if (isInteracting) return;
         rotation.x = value;
 }

Now, this is only for setting the rotation vector, according to the mouse input values. The actual rotation part is this:

 // Update is called once per frame
 void Update(){
     // Rotate the element
     transform.localRotation = Quaternion.Euler (transform.localRotation.eulerAngles + rotation);
 }

I also tried using transform.Rotate among a few other things, but those did not work either. Actually the current code is the closest I got to the desired result.

May I ask you guys for some help here? I'd really appreciate it.

Cheers.

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Answer by mcuenez · Jan 25, 2016 at 02:06 PM

So, I finally found some time to have a closer look into this problem. After some more researching I found the solution here: Quaternions and Euler Rotations in Unity.

I don't know how I managed to overlook that... anyways, in case someone has the same problem, what I did to solve it was:

I created a new Vector stored the values in there and set the rotation using that vector. That's it. The new code looks like this:

 // The rotation vector
 private Vector3 targetRotation;
 
 // Rotates the object according to the given value (uses the x-value to rotate over the y-axis)
 void RotateInvestigatableX(float value){
     if (isInteracting) return;
     targetRotation.y += value;
 }
 
 // Rotates the object according to the given value (uses the y-value to rotate over the x-axis)
 void RotateInvestigatableY(float value){
     if (isInteracting) return;
     targetRotation.x += value;
 }
 
 // Rotate the element
 transform.localRotation = Quaternion.Euler (targetRotation);

Works like a charm.

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