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Question by biletubes · Jul 11, 2017 at 03:38 AM · 2d gametransform.translatetop-downtransform.rotate

Sprite moves at an angle that is 2x the rotation of the sprite.

I'm a complete newbie and learning 2D game development by trying to make a top-down tank driving game.

Here's my code to control the tank sprite.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TankController : MonoBehaviour 
 {
 
     // Rigidbody2D rb2D;
 
     public float maxForwardSpeed = 2.0f;
     public float maxRotationSpeed = 50.0f;
 
     void Start () 
     {
         // rb2D = GetComponent<Rigidbody2D>();
     }
 
     void Update ()
     {
         float forwardSpeed = Input.GetAxis("Vertical") * maxForwardSpeed;
         float rotationSpeed = Input.GetAxis("Horizontal") * maxRotationSpeed;
 
         transform.Translate(transform.up * forwardSpeed * Time.deltaTime);
         transform.Rotate(0, 0, -rotationSpeed * Time.deltaTime);
 
     }
 }


It compiles and runs, and the tank forward and back movement is fine but when I rotate the tank to say 45 degrees (Northeast), the actual direction of movement when I press forward is +90 degrees (East). Similarly if I rotate the tank to 90 degrees (East) the actual direction of movement is down (South).

What is going on to cause this behaviour?

I expected the transform.Translate(transform.up * forwardSpeed * Time.deltaTime) statement to move the tank in the exact direction that the sprite is pointing.

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Answer by biletubes · Jul 11, 2017 at 05:23 AM

Well, I got it working by keeping track of the direction using a user-defined variable and then setting position and rotation directly. Not sure why the above method doesn't work or whether this is a good solution. Please comment if there is a problem with this or if you have a better solution.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TankController : MonoBehaviour 
 {
 
     //Rigidbody2D rb2D;
 
     public float maxForwardSpeed;
     public float maxRotationSpeed;
 
     public float direction;
 
     void Start ()
     {
         //rb2D = GetComponent<Rigidbody2D>();
         direction = 0.0f;
     }
 
     void Update ()
     {
         float forwardSpeed = Input.GetAxis ("Vertical") * maxForwardSpeed;
         float rotationSpeed = Input.GetAxis ("Horizontal") * maxRotationSpeed;
 
         direction -= rotationSpeed * Time.deltaTime;
 
         transform.position = transform.position + transform.up * forwardSpeed * Time.deltaTime;
         transform.rotation = Quaternion.Euler (0, 0, direction);

     }
 }
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