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Question by Benifir · Feb 10, 2014 at 11:39 AM · c#rotate object

Object won't rotate along a single axis?

I have a turret that I am trying to rotate only along the Y axis until it is facing a target. Now, I cannot for the life of me get it to only rotate along the Y using the transform.LookAt function. It should only be rotating across one axis, but all three are changing.

Here is my code I am using and the results:

     Vector3 lookPos = target.position - transform.position;
     lookPos.y = 0;
     Quaternion rotation = Quaternion.LookRotation(lookPos);
     transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime); damping);

Before and after the target(the cube) is assigned:

Before: transform.rotation is

(270,0,0)

After: transform.rotation is

(-.00046, 96.70226, -0.00051)

alt text

alt text

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fsafaa.png (42.0 kB)
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avatar image Scribe · Feb 11, 2014 at 09:52 AM 0
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You might want to try using Quaternion.LookRotation(lookPos, transform.up); I'm away from my unity computer right now but I have a feeling you can use the second optional parameter of LookRotation to do this for you!

Scribe

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Answer by Phles · Feb 10, 2014 at 12:03 PM

If you just want to rotate on one axis I find it simpler and clearer to manipulate the eulerAngles of the current rotation, something like this may work for you...

 Vector3 lookPos = target.position - transform.position;
 Quaternion rotation = Quaternion.LookRotation(lookPos);    
 
 Vector3 targetAngles = rotation.eulerAngles;
 Vector3 currentAngles = transform.rotation.eulerAngles;
 
 currentAngles.y = Mathf.LerpAngle(currentAngles.y,targetAngles.y,Time.deltaTime);
 transform.rotation.eulerAngles = currentAngles;

You may still encounter problems when/if the parent object rotates though, you may want to think about limiting the local rotation instead, this makes much more sense for a turret.

Hope this helps.

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avatar image Benifir · Feb 11, 2014 at 01:02 AM 0
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Hmm, interesting. I've never worked with Euler angles before so I'll try and give it a go.

avatar image AdamScura · Feb 11, 2014 at 09:47 AM 0
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I agree with Phles. Euler angles are a cleaner way to do this because the turret only has one axis.

NOTE: If your turret axis is not always aligned with the world Y axis, then you will have to specify the local up axis like this:

 Quaternion rotation = Quaternion.LookRotation(lookPos, transform.up);

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