Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by sdp · Jan 04, 2013 at 01:32 PM · rotationturngradually

script: turn object gradually to a desired rotation

when my object jumps and is airborne I want it to rotate so that x-rotation, y-rotation and z-rotation are 0. However it has to rotate to that point gradually. How do make a script that can accomplish this?

Thank you for your help.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
4

Answer by whydoidoit · Jan 04, 2013 at 01:47 PM

Something like:

   scalingFactor = 1; // Bigger for slower
   transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.identity, Time.deltaTime/scalingFactor);
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MarkFinn · Jan 04, 2013 at 02:07 PM 0
Share

Well, that's rather smarter than my way. Doh.

avatar image sdp · Jan 04, 2013 at 07:28 PM 0
Share

This just did the trick:

 var scalingFactor = 1;
 var rotateTo : Transform;
 var rotateFrom : Transform;
     
     if(grounded == false) {
             transform.rotation = Quaternion.Slerp(rotateFrom.rotation, rotateTo.rotation, Time.deltaTime/scalingFactor);
         }
avatar image
0

Answer by MarkFinn · Jan 04, 2013 at 02:07 PM

 using UnityEngine;
 using System.Collections;
 
 public class Resetter : MonoBehaviour {
 
     System.Random rnd;
     bool running=false;
     // Use this for initialization
     void Start () {
         rnd=new System.Random((int)(Time.time*100));
     }
     
     // Update is called once per frame
     void Update () {
     
     }
     
     void OnGUI()
     {
         if (!running){
             if (GUI.Button (new Rect(10, 10, 100, 100), "Then Hit me")){
                 StartCoroutine(ZeroMeOut(5));
             }
             if (GUI.Button (new Rect(200, 200, 100, 100), "Hit me First")){
                 transform.Rotate(new Vector3(rnd.Next(90), rnd.Next(90), rnd.Next(90)));
             }
         }
         GUI.Label (new Rect(200, 10, 100, 100), "("+((int)transform.rotation.eulerAngles.x)+", "+((int)transform.rotation.eulerAngles.y)+", "+((int)transform.rotation.eulerAngles.z)+" )");
     }
     
     
     private IEnumerator ZeroMeOut(float timeInSeconds)
     {
         running=true;
         Vector3 startRot = transform.rotation.eulerAngles;
         float startTime=Time.time;
         do{
             float lerpValue = (Time.time-startTime)/timeInSeconds;
             transform.rotation=Quaternion.Euler(
                 new Vector3(
                 Mathf.Lerp(startRot.x, 0, lerpValue),
                 Mathf.Lerp(startRot.y, 0, lerpValue),
                 Mathf.Lerp(startRot.z, 0, lerpValue)));
             yield return 0;
         }
         while (Time.time<startTime+timeInSeconds);
         //transform.rotation=Quaternion.Euler(Vector3.zero);
         running=false;
     }
 }
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MarkFinn · Jan 04, 2013 at 02:07 PM 0
Share

See $$anonymous$$ike's rather more elegant solution above for a sane way to do this.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rotating an object according to the force. 1 Answer

How can I make my character go forward based on the direction it is facing in 2d C# 1 Answer

Problem with gradually rotation 1 Answer

Make player move in local direction he is turned. 1 Answer

Bank Camera Based On Rotation Delta 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges