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Question by magarcan · May 31, 2013 at 11:12 AM · rotationcontrolleraxis

Rotate using pivot point

I'm using the following code for rotate my surface controls:

 using UnityEngine;
 using System.Collections;
 
 public class pivotTest : MonoBehaviour {
 
     Transform C_elevator;
     
     // Use this for initialization
     void Start () 
     {
         C_elevator = transform.FindChild("C_elevator");
     }
     
     void Update () 
     {
         float vertical = Input.GetAxis("Vertical") * Time.deltaTime * 10;
         C_elevator.RotateAround(C_elevator.position, C_elevator.right, vertical);
     }
 }

alt text

The problem is while I'm not changing my axis, surfaces should return to the idle position. I assume I should change my object's rotation...

Can you help me, please?

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avatar image robertbu · May 31, 2013 at 03:38 PM 0
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You don't give enough information for anyone to help you. You could add a script like this to one of the objects to continuously rotate it:

 function Update() {
    transform.Rotate(0.0, 90.0 * Time.deltaTime, 0.0);
 }

But I suspect you want something to control the rotation so they act like plane control surfaces.

avatar image magarcan · Jun 03, 2013 at 11:42 AM 0
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I've updated the question :)

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Answer by robertbu · Jun 03, 2013 at 02:59 PM

Assuming that a rotation of (0,0,0) puts the elevator back into position, you can do the following (untested):

  void Update () 
     {
        float vertical = Input.GetAxis("Vertical") * Time.deltaTime * 10;
        if (vertical > 0.01f)
            C_elevator.RotateAround(C_elevator.position, C_elevator.right, vertical);
        else
            C-elevator.localRotation = Quaternion.Slerp(C-elevator.localRotation, Quaternion.identity, Time.deltaTime * return_speed);
     }

'return_speed' is a variable you define that controls how fast the elevator will return. You can replace Quaternion.Slerp() with Quaternion.RotateTowards() if you don't want easing at the end of the movement.

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