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Question by Thompson11 · Nov 05, 2012 at 08:52 PM · rotationcontrolseulerboat

Boat's rotation in relation to the rudder

Hello, I'm trying to create a sailing ship. A part of this is trying to set up the rotation of the ship in relation to the rudder, so when the rudder is turned left the ship turns right and when the player turns it right the boat should straighten up and then go left.

     if(Input.GetKey("left")){
         if(int_Rotation > int_Min_Rotation){
             int_Rotation --;// decrease 1 rotation
             go_Rudder.transform.Rotate(0,fl_Rotation_Speed,0); // rotate boat right
             } 
     }
 
     if(Input.GetKey("right")){
         if(int_Rotation < int_Max_Rotation){
                 int_Rotation ++;// decrease 1 rotation
                 go_Rudder.transform.Rotate(0,-fl_Rotation_Speed,0); // rotate boat left
         }
     }    
 

I have tried using eulerangles but so far I have had no luck. Most of my attempts have ended with a type of rotation I didn't want.

Regards, Ian

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Answer by thedodgeruk · Nov 06, 2012 at 12:04 AM

 float m_rotation = 0 ;    
 float m_rotationIncrement = 1;
 float m_rotationLimit = 45; // 45 degrees
 float m_drag = 0.9997f;
 
 void FixedUpdate()
 {
 if(Input.GetKey("left"))
 {
    m_rotation += -m_rotationIncrement  * time.detlaTime;
 }
 
 if(Input.GetKey("right"))
 {
    m_rotation += -m_rotationIncrement  * time.detlaTime;
 }
 
 m_rotation  = Mathf.Clamp(m_rotation , -m_rotationLimit , m_rotationLimit );
 
 this.transform.rotate(0,m_rotation  ,0);
 m_rotation  *=m_drag ;
 }
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