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 TempestInATeacup · Jun 11, 2015 at 07:35 PM · c#rotationplayercharactercontrollerquaternion

Resetting rotation with Quaternion.Euler

I'm making a code for my player to be able to look up and down while holding down the up and down arrow keys. I want the rotation to reset and have them return to looking straight ahead when they release the key, but I only want it to reset their vertical rotation so that they continue facing the same way they were before. I thought the code I have would do this, but for some reason it resets the player's rotation on all axes. So if theyre facing south and look up, then they release the arrow key, itll rotate them back to be facing north while looking straight ahead. it's extremely disorienting and I need to fix it, i just don't know how. this is my code (there are other parts to this code, i tried to cut out all irrelevant parts of it):

 public float rotateSpeedTwo = 10;
 
 private bool rotatingVertically;
 public float MaxAngleUp = 30f;
 public float MaxAngleDown = 30f;
 CharacterController cc;
 
 
 void Start ()
 {
     cc = GetComponent<CharacterController> ();
 }
 
 void Update()
 {
     //look up and down
     if (Input.GetKey(KeyCode.DownArrow))  //executes while user holds down the UpArrow
     {
         //set a lower limit for rotation
         if (transform.eulerAngles.x < MaxAngleDown)
         {
             transform.Rotate(rotateSpeedTwo * Time.deltaTime, 0, 0);
             rotatingVertically = true;
         }
     }
     else if (Input.GetKey(KeyCode.UpArrow))  //executes while user holds down the DownArrow
     {
         //set an upper limit for rotation
         if ((transform.eulerAngles.x > (360 - MaxAngleUp)) || transform.eulerAngles.x < 20)
             //if ((-transform.eulerAngles.x < MaxAngleUp))  // this won't work as an upper limit
         {
             transform.Rotate(-rotateSpeedTwo * Time.deltaTime, 0, 0);
             rotatingVertically = true;
         }
     }
     if (rotatingVertically)
     {
         if (Input.GetKeyUp(KeyCode.UpArrow))  //executes the first frame that the user releases the UpArrow
         {
             transform.rotation = Quaternion.Euler (0,cc.transform.rotation.y,cc.transform.rotation.z);  //reset rotation
             rotatingVertically = false;
         }
         else if (Input.GetKeyUp(KeyCode.DownArrow)) //executes the first frame that the user releases the DownArrow
         {
             transform.rotation = Quaternion.Euler (0,cc.transform.rotation.y,cc.transform.rotation.z);  //reset rotation
             rotatingVertically = false;
         }
     }
     
 }

its probably important to note that this script is attached to the player capsule, which uses a character controller. the main camera is a child of the player capsule.

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
Best Answer

Answer by ian_sorbello · Jun 11, 2015 at 10:50 PM

When you are resetting your rotation, you're not accessing the eulerAngles values, but the Y and Z of the quaternion (which isn't the same). You want:

 cc.transform.rotation.eulerAngles.y 


Comment
Add comment · 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

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

22 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

Related Questions

Flip over an object (smooth transition) 3 Answers

Character movement always faces forwards 1 Answer

My LookRotation forces my character to snap back, and face starting direction after I stop moving? 2 Answers

Particle System Instantiate's With Original Rotation - C# 1 Answer

Make 3D Player look exactly at mouse with ScreenToWorldPoint? (maths Question) 2 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