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Question by milint33w · Sep 04, 2012 at 10:17 PM · rotationeulerangles

How to prevent transform.Rotate from oddly flipping other axis...

I am having a really weird issue with an extremely simple thing.

` if (Input.GetKey(KeyCode.D)) { rocket.transform.Rotate(30 * Time.deltaTime,0,0); } `

When I run this it turns my rocket just fine, however, as I turn, when I reach 90 degrees it suddently and for no appearant reason flips z and y to 180 degrees as indicated by the inspector and evident by the output of eulerAngles. Why does it do this and how can I stop it?

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Answer by Eric5h5 · Sep 04, 2012 at 10:26 PM

You can't stop it; that's a side effect of Unity storing rotations as quaternions. There's more than one valid way to represent a quaternion as euler angles. This isn't an error or anything; everything still works as expected. For example, (0, 0, 0) is the exact same rotation as (180, 180, 180).

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avatar image milint33w · Sep 04, 2012 at 10:34 PM 0
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So what is the best way to get a useful angle value to use in $$anonymous$$athf.Sin then? I made a script that makes an rocket move in a direction deter$$anonymous$$ed by the angle of the rocket and the total thrust.

The problem appears when I go below horizontal, like trying to crash the rocket into the ground. Ins$$anonymous$$d of crashing it flies up because the object got flipped.

I am using sin and cos to deter$$anonymous$$e what portion of the thrust is in what direction and eulerAngles to give it that angle, but that angle is wrong for anything below horizontal.

avatar image Eric5h5 · Sep 04, 2012 at 10:43 PM 0
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Wouldn't you just use the physics engine?

avatar image milint33w · Sep 05, 2012 at 05:05 AM 0
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No. I'm writing my own.

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