Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Mnesweeper · Jun 16, 2016 at 06:07 AM · scriptingbasics2d-physicsrotate object

How can I slowly rotate a sprite to face its movement direction?

I'm just starting out with all of this & this is a super basic question, but I haven't been able to find a solution that works anywhere.

I have a 2d sprite which moves around using the in-built physics system & I need it to face the direction it's moving, but I need it to rotate around slowly not just turn instantly.

Here's the script as it stands in case that helps:

 public float movespeed;

 private Rigidbody2D rb2d;

 void Start()
 {
     rb2d = GetComponent<Rigidbody2D>();
 }

 void FixedUpdate()
 {
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
     Vector2 movement = new Vector2(moveHorizontal, moveVertical);
     rb2d.AddForce(movement * movespeed);
 }

Thanks in advance for the help

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Brijs · Jun 16, 2016 at 11:02 AM

Try this :

 IEnumerator Rotator()
     {
         Quaternion targetRotation = Quaternion.LookRotation(movementDirection);
         Quaternion currentRotation = transform.rotation;
         for (float i = 0; i < 1.0f; i += Time.deltaTime / timeToRotate)
         {
             transform.rotation = Quaternion.Lerp(currentRotation,targetRotation,i);
             yield return null;
         }
     }

Here timeToRotate is total time in which you want to rotate sprite to movement direction

Comment
Add comment · Show 2 · 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
avatar image Mnesweeper · Jun 16, 2016 at 04:04 PM 0
Share

I'm sure I'm just making some simple mistake, but it isn't working. No errors or anything the sprite just acts exactly like it did before & doesn't rotate. Here's the script now:

 public float movespeed;
 public int rotatespeed;

 private Rigidbody2D rb2d;
 private Vector2 movement;

 void Start()
 {
     rb2d = GetComponent<Rigidbody2D>();
 }

 void FixedUpdate()
 {
     //XY $$anonymous$$ovement
     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
     Vector2 movement = new Vector2(moveHorizontal, moveVertical);
     rb2d.AddForce(movement * movespeed);
 }

 IEnumerator Rotator ()
 {
     Quaternion targetRotation = Quaternion.LookRotation(movement);
     Quaternion currentRotation = transform.rotation;
     for (float i = 0; i < 1.0f; i += Time.deltaTime / rotatespeed)
     {
         transform.rotation = Quaternion.Lerp(currentRotation, targetRotation, i);
         yield return null;
     }
 }
avatar image Brijs · Jun 20, 2016 at 10:35 AM 0
Share

You should start coroutine. This code works for 3d object. For 2D sprite Refer this How rotate only z axis of Gameobject (2D)

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

2D Rotation Angle Issue 1 Answer

How can I introduce a turning function for my player in this script? 1 Answer

How to make the character rotate 2 Answers

how to make a detect rotation script for negative rotation too 2 Answers

What Should i use rigidbody.AddTorque() or Quaternions ? 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