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Question by pyzn · Dec 05, 2018 at 03:20 PM · 2drotationsprite

Sprite is a little of when rotating

Hi there!

As the title says, my sprite is a tiny bit of when I want to rotate it. It is supposed to choose one of the following rotation values at random (btw is there a better way to do this?):

 // just an example function
 void CreateSprite() {
       Vector2 tilePosition = this.transform.position;
       Quaternion tileRotation = this.transform.rotation;

       int[] possibleRotations = new int[] { 0, 90, 180, 270 };
       tileRotation.z = possibleRotations[Random.Range(0, 4)];
 
       Instantiate(tilePrefab, tilePosition, tileRotation);
 }
 int[] possibleRotations = new int[] { 0, 90, 180, 270 };

But when I try this, the sprites actual rotation value is a little bit different from those in the list. I debug logged the rotation and it appears to be set correctly, however ingame its all wrong. As an example:

  • Randomly chosen rotation: 90 degrees

  • Rotation displayed in debug log: 90 degrees

  • Actual rotation ingame: 89.576 degrees

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Answer by s_awali · Dec 05, 2018 at 03:30 PM

Quaternion are NOT Vectors -> if you want to set the angle around the Z axis, then use eulerAngles.

Example :

 tileRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, possibleRotations[Random.Range(0, 4)]);
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avatar image pyzn · Dec 05, 2018 at 03:33 PM 0
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Thx, worked like a charme!

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