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Question by Izmail360 · Jan 26, 2018 at 09:20 AM · rotation axistransform.rotate

transform.Rotate is returning unexpected results

Hello, I have a question. I probably missing some basic knowledge, because I do not understand following scenario:

I have an object, whose rotation is [0,0,0]. Then I run following 2 commands:

     transform.Rotate(45, 45, 0);
     transform.Rotate(-40, -40, 0);

Result is rotation = [-2.268; 15.476; -27.057] I would expect something like: [5;5;0] Thanks

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Answer by Hellium · Jan 26, 2018 at 09:44 AM

If you take a closer look at the documentation, you will read the following:


Transform.Rotate


Description


Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).

If relativeTo is not specified or set to Space.Self the rotation is applied around the transform's local axes.

So, the applied rotations are:

  1. +45° local X axis

  2. +45° local Y axis

  3. -40° local X axis

  4. -40° local Y axis

The result can't be (5°, 5°, 0) because the rotation are applied to the local axis in the order XYXY. However, if the rotation would have been applied in the XYYX order, you would have a final rotation of (5°, 5°, 0°)

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avatar image Izmail360 · Jan 26, 2018 at 07:35 PM 0
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@Hellium thanks for your answer. It makes sense to me if I simulate it step by step. It's very difficult to calculate and imagine from top of my head though. Especially mixing both world and local coordinates. Is there any hint? Thanks

avatar image Hellium Izmail360 · Jan 29, 2018 at 06:42 PM 0
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I don't have any tips unfortunately, and I think you have no choice but calling transform.Rotate multiple times to have the "step by step" process if you want to get back on your feets.

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