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
1
Question by ronronmx · Jan 06, 2013 at 12:37 AM · rotationphysicsrigidbody

How to keep rotation from switching between - and + after a 360?

The title might be a bit vague, but I couldn't figure out how to explain with just a few words...

I have a vehicle that reacts to physics, and to rotate it, I apply torque to the axis I want. When I debug rigidbody.rotation.z, I get 0 to 1 when pitching up, and 0 to -1 when pitching down. But when I do a 360 flip, the rotation is now inverted, which means i get 0 to -1 when pitching up, and 0 to 1 when pitching down.

The problem is that I use the rotation values for certain things, eg:

if( rigidbody.rotation.z > 0.5f ) DoSomething();

Obviously when the rotation gets inverted after a 360 flip, that doesn't work the same anymore, so I did:

if( Mathf.Abs( rigidbody.rotation.z ) > 0.5f ) DoSomething();

Which works, but it seams that the addition of the Mathf.Abs calculation slows things down just enough the change when DoSomething() happens, making it inconsistant.

Is there any way to get around that problem? I would like the reset the rotation to Quaternion.Identity as soon as the vehicle did a complete 360 flip, but I can't figure out how to check for that, how can I tell when it went 360 degrees?

If anyone could give me a hint, or maybe a better way of doing what I'm doing, I'm all ears! Thanks for your time guys :)

Stephane

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

0 Replies

· Add your reply
  • Sort: 

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

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Create a leaf with it's natural motion acting upon gravity? 2 Answers

Moving a rigidbody onto exact mouse position using rigidbody.MovePosition? 1 Answer

CONTROL RIGIDBODY MOVEMENT 2 Answers

A way to kill rotation made by rigid body pysics? 1 Answer

ConfigurableJoint Anchors and nested RigidBodies 2 Answers


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