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Question by zaganos76 · Nov 19, 2018 at 02:05 PM · c#transform.rotationtransform.rotate

Change rotation way of instantiated object

Hello, I am newbie in Unity, sorry for this basic question but I can't find any source about my problem.

In my project, I have a ball and many instantiated circles which continuous rotating in z position. All the circles are instantiating from a prefab called "CircleWhite" which has one script and the script includes only;

 public class rotation : MonoBehaviour {
 
     public float rotationSpeed = 100f;
     
     void Update () {
 
         transform.Rotate(0f, 0f, (rotationSpeed * Time.deltaTime));
 
     }
 }

So, all the circles are rotating in the same position and speed. However, I want to reverse the direction of some circles and change the speed. I used these code for instantiated circles in my "ball script";

 CircleWhite.transform.localScale = new Vector3(0.6f, 0.6f, 0.6f);
 
 Instantiate(CircleWhite, new Vector3(-1f, yPosition, transform.position.z), transform.rotation);
 
 Instantiate(CircleWhite, new Vector3(1f, yPosition, transform.position.z), transform.rotation);

For example, I am instantiating two circles above but I want to change direction of one of them. "-transform.rotation" does not work. What can I do about that?

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Answer by ecv80 · Nov 19, 2018 at 04:16 PM

 Instantiate(CircleWhite, new Vector3(1f, yPosition, transform.position.z), transform.rotation).GetComponent<rotation>().rotationSpeed=-100f;
 
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avatar image zaganos76 · Nov 20, 2018 at 06:30 AM 0
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thank you! :)

avatar image ecv80 zaganos76 · Nov 20, 2018 at 12:15 PM 0
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Thank you for selecting my answer as best!

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