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
2
Question by Atharv24 · Feb 01, 2013 at 03:24 PM · axes

How to only rotate object on x and z axes, keep the y axis as it is?

I making a shooter game. I have third person and first person cameras and mouse look is enabled only when first person camera is active. When i switch to third person i want to reset the rotation of x and z axis but the character should be looking in the same direction i.e. y axis should not be changed.


Script :-


if(Input.GetButtonDown("Fire3")) { if(tps.active) { tps.active = false; fps.active = true; GetComponent("MouseLook").enabled = !GetComponent("MouseLook").enabled; GameObject.Find("Crosshair").GetComponent("Crosshair").enabled = true; GetComponent("FPSMovement").enabled = !GetComponent("FPSMovement").enabled; GetComponent("TPSMovement").enabled = !GetComponent("TPSMovement").enabled; tps.camera.fieldOfView = 70.0; } else { fps.active = false; tps.active = true; GetComponent("MouseLook").enabled = !GetComponent("MouseLook").enabled; GetComponent("FPSMovement").enabled = !GetComponent("FPSMovement").enabled; GetComponent("TPSMovement").enabled = !GetComponent("TPSMovement").enabled; }


Thank You very much :-)

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

4 Replies

· Add your reply
  • Sort: 
avatar image
7
Best Answer

Answer by zemrod101 · Feb 01, 2013 at 04:27 PM

you need to use a Euler to manually assign the angles

 transform.rotation = Quaternion.Euler(0,transform.eulerAngles.y,0);

this should clear the x and z rotations

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 Atharv24 · Feb 03, 2013 at 08:48 AM 0
Share

can u tell me the meaning of the above script? How will the y-axis angle be constant? Thank You :-)

avatar image kernelsandirs · Jun 18, 2015 at 06:10 PM 0
Share

I know it's an old answer but works great for me, my problem was that the model I had needed to remain rotated 90 degrees on the x, then lock the X and y, so just changing the first value to 90 fixed this issue for me. thanks.

avatar image
0

Answer by PH-zero · Feb 01, 2013 at 04:10 PM

Hi.

just an idea:

You could do it by checking the y-checkbox on freeze rotation in the Constrains on your Rigidbody.

The Constrains are in the inspector on the rigidbody-Component below Collision Detection

I hope this is helpfull =)

Comment
Add comment · 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
0

Answer by Plastic Block · Jun 18, 2015 at 07:14 PM

Use UnityEditor namespace. There should be Gizmo customizer.

Comment
Add comment · 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
0

Answer by Sudhamati_reality · Jul 02, 2020 at 12:00 PM

Try something like this, I wanted to keep z axis rotation freeze. This worked for me.

this.transform.Rotate(Vector3.right, xSpeed, Space.Self); this.transform.Rotate(Vector3.up, ySpeed, Space.World);

Comment
Add comment · 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

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

13 People are following this question.

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

Related Questions

Space.World in MoveObject.js 2 Answers

Can I add axes to the Input Manager via script? 1 Answer

Having an issue with Input.ResetInputAxes 1 Answer

Manage Axes from InputManager 1 Answer

Is it possible to edit 2Dcolliders along the X&Y axes? 0 Answers


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