Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 SoulRider · May 04, 2017 at 10:59 PM · rotationtransform.rotation

Why is my object rotation going back before rotating

I have obviously made a glaring error somewhere, but I cannot see it.

In the code below, I rotate a galaxy, which is a series of gameobjects in rings around a black hole. The code works except for one weird bug, the objects jump back by the rotation amount, before rotating the required amount back to their starting position.

I have tried many things including setting rotateAmount to 60f instead if -60f, but no joy.

Can you see what I am missing?

 void Update () {
     if (rotateGalaxy)
     {
         float rotateAmount = -60f;

         for (int i = 0; i <= (int)gameSize; i++)
         {
             galaxyRingTargetRotations.Add(galaxyRingTransforms[i].rotation *= Quaternion.AngleAxis(rotateAmount, Vector3.up));
             rotateAmount /= 2;
         }
         rotating = true;
     }

     if (rotating)
     {
         int j = (int)gameSize + 1;

         for (int i = 0; i <= (int)gameSize; i++)
         {
             galaxyRingTransforms[i].rotation = Quaternion.Lerp(galaxyRingTransforms[i].rotation, galaxyRingTargetRotations[i], (j) * smooth * Time.deltaTime);
             j--;
         }
         if(galaxyRingTransforms[0].rotation == galaxyRingTargetRotations[0]) 
        { 
              rotating = false; 
              rotateComplete = true; 
         }
     }

     if (rotateComplete)
     {
         Messenger.Broadcast("GetUsablesInRange");
         Messenger.Broadcast("GalaxyRotationComplete");
         rotateComplete = false;
     }
     rotateGalaxy = false;
 }



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 SoulRider · May 06, 2017 at 10:06 AM

Found the glaring mistake...

I wasn't clearing the galaxyRingTargetLocations list, so it was always using the first values.

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

80 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 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 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 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

Objects not rotating right half the time based on another object 0 Answers

How do I clamp the Z-Axis Rotation for this code? 1 Answer

Rigidbody rotation vs Transform rotation 4 Answers

Have object face towards player when instantiated 2 Answers

Rotate children (Cards) on a panel (maybe using lerp, or another method?) 1 Answer


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