Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 Reder13 · Jan 19, 2015 at 04:01 PM · rotationrigidbodyrotation axis

Velocity based on rotation

Hi so im trying to take a gameobject and make its velocity follow whatever rotation it has.

Ex: its at a 45 degree angle it travels diagonal , its rotation is 90 so it travels horizontal etc.

right now my code only make is so that all things travel to the up ( because of transform.forward), is there a simple solution to my problem? thanks

var rot : Quaternion;

     rot = Quaternion.Euler(0, player.transform.rotation.y,0);
     
     transform.rotation = rot;
     
     rigidbody.velocity = transform.forward * speed;
     
Comment
Add comment · Show 2
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 Simon-Larsen · Jan 19, 2015 at 04:07 PM 0
Share

Is this script assigned to the "player" gameobject? If not, then player.transform.forward should always be forward relative to it's rotation.

avatar image Reder13 · Jan 19, 2015 at 04:57 PM 0
Share

Thanks a ton Scribe that was the problem, now it works perfectly!!!

1 Reply

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by Scribe · Jan 19, 2015 at 04:17 PM

I think this line: rot = Quaternion.Euler(0, player.transform.rotation.y,0); should be:

 rot = Quaternion.Euler(0, player.transform.eulerAngles.y,0);
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 Scribe · Jan 19, 2015 at 05:58 PM 0
Share

You are welcome! Just to add the reason, this is because player.transform.rotationis of type Quaternion which is a more rigorous way of representing angles with 4 components and it NOT what is shown in the inspector.

eulerAngles is the Eulerian representation of the angle and what you see in the inspector, which has some problems in computer graphics for lerping etc due to gimbal lock and ambiguity, but are much easier to imagine and understanding.

It appears to be quite a common mistake/misunderstanding by those unfamiliar with unity!

avatar image Reder13 · Jan 20, 2015 at 07:22 PM 0
Share

Yeah im pretty new to it ive only been using it for like a month now but thats really good info to know! Thanks again!!!

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

27 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

Related Questions

Bullet rifling simulation 1 Answer

Rigidbody Turning 2 Answers

Can you add a force to a rigidbody at an angle? 3 Answers

Can i Move/Rotate triggers without Rigidbodies? And other collider questions. 3 Answers

Pysics not working as expected 1 Answer


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