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 NerdRageStudios · Nov 07, 2014 at 08:05 PM · quaternionquaternion.lookrotation

Create an offset to adjust Quaternion rotation

Hi all, I use the following script to make the player rotate to look at the mouse position. However, my model needs to be rotated a little to compensate on a couple of animations so I would like to have a float offset that I can use to adjust the rotation either + / - its set value from the mouse position.

I have created a public float, I just cannot figure out how you apply it in the code that rotates the player model.

Here is the code, please can someone help me?

 using UnityEngine;
 using System.Collections;
 
 public class PlayerTurn : MonoBehaviour {
 
     Rigidbody playerRigidbody;
     int floorMask; 
     float camRayLength = 100f;
     public float offset = 0.0f;
 
     void Awake()
     {
         playerRigidbody = GetComponent<Rigidbody>();
         floorMask = LayerMask.GetMask("Floor");
     }
 
     void FixedUpdate () 
     
     {
         Turning();
     }
 
     void Turning()
     {
         Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit floorHit;
         if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
         {
             Vector3 playerToMouse = floorHit.point - transform.position;
             playerToMouse.y = 0f;
             Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
             playerRigidbody.MoveRotation(newRotation);
         }
     }
 }
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

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by robertbu · Nov 08, 2014 at 05:43 AM

You can do something like this: with line 31:

   Quaternion newRotation = Quaternion.AngleAxis(offset, Vector3.forward) * Quaternion.LookRotation(playerToMouse);

...or:

   Quaternion newRotation = Quaternion.LookRotation(playerToMouse)  *(Quaternion.AngleAxis(offset, Vector3.forward);

The only difference is order, and which will work depend on your setup. Also the second parameter to the AngleAxis() is the axis of rotation. Depending on what you want to do and the order you select, it may be a world axis like Vector3.forward, or you may want to use a local axis like transform.forward. How you set this up will depend on the exact problem you are trying to solve.

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 NerdRageStudios · Nov 08, 2014 at 02:15 PM 0
Share

Fantastic, thank you very much for this :)

avatar image opponent019 · Oct 17, 2020 at 07:59 AM 0
Share

Thank you! This helped me too as well, 6 years later :)

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

27 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 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

Quaternion LookRotation issue 0 Answers

Quaternion LookRotation 2 Answers

Limit Rotation 1 Answer

How can I angle an image along an line renderer and maintain a look-at-camera rotation? 0 Answers

Turret rotation with a pivot? 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