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Question by Iraasta · Nov 25, 2013 at 12:03 AM · rotationquaternioneuler

Weird rotation behaviour

I try to rotate a wheel i X axis based on speed and Y axis based on direction. However my code seems to work only to 90 degrees in X then stops. Help please.

         wheelFL.transform.localRotation = Quaternion.Euler(wheelFL.transform.localEulerAngles.x, controller.turnPower*0.3f, 0);
         wheelFR.transform.localRotation = Quaternion.Euler(wheelFR.transform.localEulerAngles.x, controller.turnPower*0.3f, 0);
            
         wheelFR.transform.Rotate(controller.moveSpeed*factor,0,0);
         wheelFL.transform.Rotate(controller.moveSpeed*factor,0,0);
         wheelBL.transform.Rotate(controller.moveSpeed*factor,0,0);
         wheelBR.transform.Rotate(controller.moveSpeed*factor,0,0);
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Answer by diegzumillo · Nov 25, 2013 at 05:21 AM

There is a number of ways to achieve what you want. My suggestion is to make the wheel the child of some other game object. Then you only apply the velocity dependent rotation to the wheel, and the inclination rotation you apply to the parent.

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avatar image Iraasta · Nov 25, 2013 at 03:07 PM 0
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But why would I need to add it to different object only if i want it to rotate on other axis. That is for sure not the way.

avatar image diegzumillo · Nov 25, 2013 at 06:58 PM 0
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It's a strategy to circumvent the difficulty. The problem you have is that rotations are not commutative, that is, the order you apply rotation A and B may not give you the same orientation. This hierarchy scheme will let you achieve the effect you want, the parent object could be an empty game object, it doesn't matter.

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