Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 Lampeskaerm · May 07, 2014 at 08:41 AM · rotaterotatearoundorbiteuler

RotateAround() faster than rotate

Hi everybody

I am trying to make a camera follow an object's rotation. The object is rotating using transform.rotate and the camera is rotating using rotatearound. However it has turned out that the two rotations are using different units(?) - or at least I think so. When I set the "rotationspeed" (I know that is not what it is called) to be the same in both rotate and rotatearound they do not rotate at the same speed. The camera is faster than the object. I think it has something to do with rotate using euler and rotatearound not doing this - but that is just a guess. How can I overcome this problem?

The code used for the rotation:

 //The Camera
 transform.RotateAround (target.position, Vector3.up, rotateSpeed * Time.deltaTime);
 
 //The Object
 transform.Rotate(Vector3.up * rotateSpeed * Time.deltaTime);

I hope someone out there can help me :)

Comment
Add comment · Show 1
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
avatar image gfoot · May 07, 2014 at 09:00 AM 0
Share

For the case you gave - using a multiple of Vector3.up - I wouldn't expect these to behave differently. They're both documented to be using degrees. The only difference I see is that "Rotate" defaults to rotate in local space, while "RotateAround" rotates in world space. So if your local Y axis is not aligned with the world Y axis, they would give different results.

With Rotate, if you pass only a vector then it is interpreted as a vector of Euler angles, but if you pass a separate float for the angle then the vector is interpreted as a rotation axis. So you could separate that in the same way that you do for RotateAround. I doubt this would affect your result though.

 transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime, Space.World);

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by AnfractuousOne · Jul 31, 2017 at 01:18 PM

@Lampeskaerm I've got this exact issue. Did you ever get to the bottom of the problem?

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

22 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

Related Questions

Joystick Rotation with Transform.RotateAround 0 Answers

instant rotate an object 3 Answers

Camera Orbit Rotation Problem 0 Answers

Rotate One Object Around Another 1 Answer

Rotate exactly on time 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