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 vethan4 · Jun 02, 2013 at 03:04 PM · rotationquaterniongravityorientation

Getting character to smoothly rotate to walk on walls/ceiling

I'm working on a game where you can change the direction that gravity pulls, so the character can walk on the walls and ceiling. The character consists of a Parent gameobject, with a child view camera. When the mouse is clicked, I cast a ray, and check the normal of any hit, and the new gravity is -normal. I'm using this code to handle the rotation (current up being the normal from the raycast hit):

     Physics.gravity = -currentUp * Standpoint.GRAVITY_STRENGTH;
                 Quaternion oldRotation = targetRotation;
                 targetRotation *=  Quaternion.FromToRotation(oldRotation * Vector3.up,currentUp);
                 
                //The below line is because sometimes the above line wasn't generating the correct target rotation
                 if(targetRotation * Vector3.up != currentUp)
                 {
                     targetRotation = Quaternion.FromToRotation(Vector3.up,currentUp);
                 }

The problem I'm having is that the camera doesn't end up facing the same relative vector, it feels like you're looking left or right sometimes rather than the direction you were facing before. I think I need to orient the look vector to the new ground plane somehow, and ideas?

Comment
Add comment · Show 1
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 Benproductions1 · Jun 03, 2013 at 12:06 AM 0
Share

If you are using a character controller, please note that it cannot be rotated

0 Replies

· Add your reply
  • Sort: 

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

15 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 avatar image avatar image

Related Questions

make projectiles always hit target 1 Answer

Rotation approximation issues using Quaternion.LookRotation 0 Answers

Rotating Rigidbodies 2 Answers

relative orientation to initial coordinate system,relative rotation coordinate transformation 0 Answers

Rotation according to gravity 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