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Question by mert · Oct 11, 2010 at 03:03 PM · rotationphysicsmechanicsboat

Boat Rotation in 2 axis

I have a boat gameobject which I want to rotate in 2 axis seperately, not a combined vectoral angle.

Y axis rotation > YAW &
Z axis rotation > ROLL

when I write:

transform.Rotate(0, Input.GetAxis("Horizontal")*rotSpeed*Time.deltaTime, rotSpeed*Time.deltaTime);

I get a rotation effect that is combination of both axis, not each one seperately. Here is what I also tried:

void Update () { //move forward transform.Translate(0, 0, Input.GetAxis("Vertical") * 3 * Time.deltaTime);

 transform.Rotate(0, Input.GetAxis("Horizontal") * rotSpeed * Time.deltaTime, 0);

 if (Input.GetAxis("Horizontal") > 0)  //lean right
 {
     //animation.CrossFade("leanRight");  //doesnt work well
     //transform.RotateAroundLocal(Vector3.forward, 20);  //doesnt work at all
     //transform.localEulerAngles = new Vector3(0, 0, 15);  //doesnt work at all

 }
 else if (Input.GetAxis("Horizontal") < 0)  //lean left
 {
     //animation.CrossFade("leanLeft");  //doesnt work well
     //transform.RotateAroundLocal(Vector3.forward, -20);  //doesnt work at all
     //transform.localEulerAngles = new Vector3(0, 0, /15);  //doesnt work at all
 }

}

Thanks.

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avatar image Jesse Anders · Oct 11, 2010 at 09:24 PM 0
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I posted a reply to your forum thread on the same topic.

avatar image Ray-Pendergraph · Oct 12, 2010 at 12:51 PM 0
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And he has asked it on the answers site since then.

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