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This question was closed Oct 06, 2020 at 04:24 PM by Lord_Scio for the following reason:

The question is answered, right answer was accepted

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Question by Lord_Scio · Oct 06, 2020 at 03:43 PM · 2drotationrandom

I want to set a random rotation with Random.Range, but its adding constantly [2D]

Working on a 2D Top Down Shooter, in my Shoot method im ejecting casings from the bullet from an ejectPoint (basically an empty gameobject). To make it look a little bit better i wanted to rotate the ejectpoint so they dont get ejected in a straight line and it kind of works. The problem is, it doesnt set the rotation but rather keeps adding to the rotation.

  void Shoot()
     {
         GameObject bullet = Instantiate(bulletPrefab, firePoint.position, firePoint.rotation);
         GameObject casing = Instantiate(casingPrefab, ejectPoint.position, Quaternion.Euler(0, 0, Random.Range(0.0f, 360.0f)));
         Rigidbody2D bulletrb = bullet.GetComponent<Rigidbody2D>();
         Rigidbody2D casingrb = casing.GetComponent<Rigidbody2D>();
 
         //add rotation for spread??
 
         float randomZ = Random.Range(10,20);
 
         ejectPoint.transform.Rotate(0, 0, randomZ);
 
         bulletrb.AddForce(firePoint.up * bulletForce, ForceMode2D.Impulse);
         casingrb.AddForce(ejectPoint.up * ejectForce, ForceMode2D.Impulse);
     }
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Answer by Klarzahs · Oct 06, 2020 at 03:59 PM

Hi @Lord_Scio,

as you have recognized Transform.Rotate() adds to the current rotation. To actually rotate TO a certain angle, why not just set the euler angles, like this:

 ejectPoint.transform.eulerAngles = new Vector3(0, 0, randomZ);
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avatar image Lord_Scio · Oct 06, 2020 at 04:24 PM 0
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Hey @Klarzahs,

that works just how i wanted, thanks! Now i just need to adjust the values ^^

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