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Question by Atezai · Jan 16, 2015 at 12:53 PM · rotatesmoothdegreesrotatetowards

Smooth rotating by 90 degrees in x and y axis.

I want to rotate cube in one of x or y axis by 90 degrees. This code works in half. Sometimes cubes is taking bad rotating path and instead of rotating clearly one axis, it rotate in all axis.

  cubex.transform.rotation = Quaternion.RotateTowards(cubex.transform.rotation, to, speed * Time.deltaTime);    

 var touch = Input.GetTouch (0); 
 var phase:  TouchPhase = touch.phase;  
 
     switch(phase)
     {
     case TouchPhase.Began:
         apos = touch.position;
         break;  
     case TouchPhase.Ended:
         bpos = touch.position;
         var ang = Mathf.Atan2(apos.y - bpos.y  , apos.x - bpos.x) * Mathf.Rad2Deg + 180;
         
             if(ang <=360 && ang >270){                
                 to = Quaternion.Euler(cubex.transform.eulerAngles.x, cubex.transform.eulerAngles.y - 90 , 0);                                    
             }else if(ang <=270 && ang >180){    
                 to = Quaternion.Euler(cubex.transform.eulerAngles.x - 90, cubex.transform.eulerAngles.y , 0);
             }else if(ang <=180 && ang >90){
                 to = Quaternion.Euler(cubex.transform.eulerAngles.x, cubex.transform.eulerAngles.y + 90 , 0);
             }else if(ang <=90 && ang >=0){
                 to = Quaternion.Euler(cubex.transform.eulerAngles.x +90, cubex.transform.eulerAngles.y , 0);
             }
         break;      

      }


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avatar image meat5000 ♦ · Jan 16, 2015 at 11:04 AM 0
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Try to clamp your angles within 0 and 360. Unity will use -degrees and >360 and things get messy. The best thing is to avoid euler all together.

Also I'm not sure, but you may need to add a default case to your switch.

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Answer by sniper43 · Jan 16, 2015 at 03:13 PM

If you want it to rotate around one axis, use one axis.

Example: to.Rotate( Vector3.up, 90 );

If you want it to go arounf it-s own axis use object.transform.up (or right or forward, but use -up/forward/right for the opposite directions)

to.Rotate( to.transform.up, 90 );

Smoothing can be done with Lerp

to.Rotate(to.transform.up, Math.Lerp(to.transform.forward, Vector3.back, floatamount ) );

Hope this helps.

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