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Question by Juice-Tin · Jan 23, 2015 at 08:32 PM · rotationraycast

How to get a vector rotation?

Hello, I want to make raycasts going out of my character in multiple directions but Raycast takes a direction in the form of a vector.

Just for an example, how would I set the direction for this 360 degree loop?

 for(int i=0; i<360; i++){
     Physics.Raycast(position, direction? * i, distance);
 }

Note that I don't want to modify the character's actual rotation, just check around him.

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Answer by LessThanEpic · Jan 23, 2015 at 08:50 PM

It's easier if you convert from polar coordinates. Assuming you wanted to rotate around the y axis you could do:

         for(int i=0; i<360; i++)
         {
             Vector3 direction = new Vector3(Mathf.Cos(i), 0, Mathf.Sin(i));
             Physics.Raycast(position, direction, distance);
         }
 




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avatar image Juice-Tin · Jan 23, 2015 at 08:51 PM 0
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Ah yes that looks good. After lots of trial and error I just found this works too:

Quaternion.Euler(0, i, 0) * Vector3.forward

Any idea which method would be faster? Thanks!

avatar image LessThanEpic · Jan 23, 2015 at 09:00 PM 0
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Don't know which one would be faster, sorry. It wouldn't be too hard to run some tests and find out though.

avatar image LessThanEpic · Jan 23, 2015 at 09:17 PM 0
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I just ran a quick and dirty test and it looks like the polar coordinate approach is about 3 times faster. But both were pretty fast, so in most cases the difference is probably negligible.

avatar image Juice-Tin · Jan 23, 2015 at 09:56 PM 0
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Thanks for the test!

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