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Question by Unstew · Jun 25, 2021 at 12:58 PM · rotationvector3velocityanglemathf

Velocity to 2D rotation (angle from velocity vector with atan2)

Im working on a side scroller game. I have projectiles that have velocity, but don't have an angle, while the particles attached to those projectiles need it to rotate properly (on the z-axis)

I've seen people recommend Mathf.Atan2, but when I use it the particles only rotate properly when both x and y are either positive or negative (and even then it goes in the wrong direction when getting close to the axes), so:

  • when I shoot a projectile upwards, particles' rotation is around 0 (perpendicular, aiming to the right)

  • when its to the left, the particles are aiming down

  • when shooting down, the particles aim to the left

  • when shooting right, the particles aim upwards

here's the code:

 private void ControlDirection ( Vector3 direction )
 {
     float angle = Mathf.Atan2( direction.x , direction.y ) * Mathf.Rad2Deg;
     transform.rotation = Quaternion.AngleAxis( angle , Vector3.forward );
 }
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Answer by andrew-lukasik · Jun 25, 2021 at 01:35 PM

it's Atan2( Y , X )

 float angle = Mathf.Atan2( direction.y , direction.x ) * Mathf.Rad2Deg;

Then, either:

 transform.rotation = Quaternion.AngleAxis( angle , Vector3.forward );

or:

 transform.rotation = Quaternion.Euler( 0 , 0 , angle );

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avatar image Unstew · Jun 25, 2021 at 02:44 PM 0
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this produces the same result for me :(

avatar image andrew-lukasik Unstew · Jun 25, 2021 at 04:11 PM 0
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You missed the point, partner. You have Atan2(x,y) where it should be Atan2(y,x). Symptoms you describe match perfectly what one can expect from confusing these two parameters with each other.

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