Smooth 90 degree rotation on keypress
Hi Unity Anwsers,
I'm trying to make a C# script that'll rotate a GameObject 90 degress og -90 degress on the y-axis over 1 second when I press a button. I've searched around, but I can't find anything that works.
So far, I've made a float that holds rotation, and set it to 90f. Then I've put a transform.Rotate in my 'update' function when I press the keys 'e' or 'q' However, this turns the object immediately and not over time - can anybody help med add the time to my code?
public float rotation = 90f;
void Update () {
if (Input.GetKeyDown ("e")) {
transform.Rotate (0, rotation, 0);
}
if (Input.GetKeyDown ("q")) {
transform.Rotate (0, -(rotation), 0);
}
}
There are a few ways to accomplish this.
I would recommend you checking out Quaternion.Lerp()
or
Trying to rotate it based on Time.deltaTime() like this:
void Update()
{
if (Input.Get$$anonymous$$eyDown ("e")) {
transform.Rotate(0, rotation * Time.deltaTime, 0);
}
if (Input.Get$$anonymous$$eyDown ("q")) {
transform.Rotate(0, -(rotation) * Time.deltaTime, 0);
}
}
Thanks @Nomabond,
I'm really, really new to C# and Unity, so I still need some help setting it up. What do I do with 'Transform from' and 'Transform to' to make it spin 90 degress on the keypress?
public Transform from;
public Transform to;
public float rotation = 90f;
void Update () {
if (Input.Get$$anonymous$$eyDown ("e")) {
Quaternion.Lerp(from.rotation, to.rotation, Time.time * rotation);
}
No need to reinvent the wheel (even if you want smooth rotation!)
http://answers.unity3d.com/questions/672456/rotate-an-object-a-set-angle-over-time-c.html
That co-routine will do it, you don't even need it that complex but copy and paste it and send it the values 90 or -90 and 1 for the duration.
Answer by Rullaghn · Jun 13, 2016 at 10:25 PM
Thank you so much @Mmmpies.
That did the trick! My final code ended up looking like this:
IEnumerator RotateMe(Vector3 byAngles, float inTime)
{ var fromAngle = transform.rotation;
var toAngle = Quaternion.Euler(transform.eulerAngles + byAngles);
for(var t = 0f; t < 1; t += Time.deltaTime/inTime) {
transform.rotation = Quaternion.Slerp(fromAngle, toAngle, t);
yield return null;
}
}
void Update () {
if(Input.GetKeyDown("e")){
StartCoroutine(RotateMe(Vector3.up * 90, 0.8f));
}
if(Input.GetKeyDown("q")){
StartCoroutine(RotateMe(Vector3.up * -90, 0.8f));
}
}
}
Ive spent the last week trying to get this exact thing to work. Ive "almost got the answer" like ten times. This is the smoothest.
I think it could be edited a little to both normalize the rotation prevent an object from rotating in the middle of a rotation.
Your comment helped me build the solution that does this very thing. Thanks! :D
Hi I used this code to make object turn on its own. And created a code. And it didn't work (obviously). Would you please, look at it and tell me what I am doing wrong?
bool rotated = false;
void Update()
{
if (!rotated)
{
StartCoroutine(Wait());
StartCoroutine(RotateForward(Vector3.forward * 45, 0.8f));
}
if (rotated)
{
StartCoroutine(Wait());
StartCoroutine(RotateBackward(Vector3.back * 45, 0.8f));
}
}
IEnumerator RotateForward(Vector3 byAngles, float inTime)
{
var fromAngle = transform.rotation;
var toAngle = Quaternion.Euler(transform.eulerAngles + byAngles);
for (var t = 0f; t < 1; t += Time.deltaTime / inTime)
{
transform.rotation = Quaternion.Slerp(fromAngle, toAngle, t);
yield return null;
}
rotated = true;
}
IEnumerator RotateBackward(Vector3 byAngles, float inTime)
{
var fromAngle = transform.rotation;
var toAngle = Quaternion.Euler(transform.eulerAngles + byAngles);
for (var t = 0f; t < 1; t += Time.deltaTime / inTime)
{
transform.rotation = Quaternion.Slerp(fromAngle, toAngle, t);
yield return null;
}
rotated = false;
}
IEnumerator Wait()
{
yield return new WaitForSeconds(2);
}
Answer by bobthenob · Jan 04 at 05:44 PM
i know this an old post but it helped me and will help others i altered it a bit to stop you rotating till it had finished or you could get odd angles
bool rotating;
IEnumerator RotateMe(Vector3 byAngles, float inTime)
{
var fromAngle = transform.rotation;
var toAngle = Quaternion.Euler(transform.eulerAngles + byAngles);
for (var t = 0f; t <= 1; t += Time.deltaTime / inTime)
{
transform.rotation = Quaternion.Slerp(fromAngle, toAngle, t);
yield return null;
}
transform.rotation = toAngle;
rotating = false;
}
void Update()
{
if (Input.GetKeyDown("e") && !rotating)
{
rotating = true;
StartCoroutine(RotateMe(Vector3.up * 90, 0.8f));
}
if (Input.GetKeyDown("q") && !rotating)
{
rotating = true;
StartCoroutine(RotateMe(Vector3.up * -90, 0.8f));
}
}
Answer by scortillion · Jan 21, 2017 at 02:53 PM
I noticed as I run this code the object (cube in my case) doesn't rotate a complete 90 degrees. It falls short on each key press. Any idea why?
The for-loop should be checking for t <= 1
ins$$anonymous$$d of t < 1
, I believe.
Add transform.rotation = toAngle; after the for-loop.
Your answer
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