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
1
Question by a-hacker · Jul 13, 2013 at 04:35 AM · rotationquaternionrandomrotatesmoothly

Smoothly rotate Quaternion using random range

Hello, I am simply trying to have my enemy smoothly rotate in a random direction every few seconds when not attacking the hero. So far it all works, but the enemy doesn't smoothly rotate to the random range

So here is the bit of code controlling his random walking, this sits in update


 if(NoTarget == true) //when not targeting hero
 {
 
     speed = .25; // enemy speed changes depending on activity
     
        if(timer >= 1.5) // timer resets at 2, allowing .5 s to do the rotating
         {
               transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.Euler(Vector3(0,Random.Range(-359,359),0))  , Time.deltaTime*RotateSpeed);
          }
     transform.Translate(Vector3.forward * speed * Time.deltaTime);
 }


Again, it works... just doesn't do it smoothly... If anyone has any awesome ideas, I would greatly appreciate the help.

Thanks.

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
3
Best Answer

Answer by robertbu · Jul 13, 2013 at 05:02 AM

The reason it does not work smoothly is that when you rotate, you recalculate the rotation every frame for the .5 seconds you allow for rotation. You need to set it once. I'm not sure you "allow .5 s to do the rotation" since you continue to do a transform.Translate() even while rotating.

Here is a modified version of your script that has smooth rotation. Attach it to a cube in a new scene to start. Then integrate the changes into your app.

 #pragma strict
 var noTarget = true;
 var qTo : Quaternion;
 var speed = 1.25;
 var rotateSpeed = 3.0;
 var timer = 0.0;
 
 function Start() {
   qTo = Quaternion.Euler(Vector3(0.0,Random.Range(-180.0, 180.0), 0.0));
 
 }
 
 function Update() {
 
     timer += Time.deltaTime;
 
     if(noTarget == true) {//when not targeting hero     
         if(timer > 2) { // timer resets at 2, allowing .5 s to do the rotating
               qTo = Quaternion.Euler(Vector3(0.0,Random.Range(-180.0, 180.0), 0.0));  
               timer = 0.0;
             }
         transform.rotation = Quaternion.Slerp(transform.rotation, qTo, Time.deltaTime * rotateSpeed);
         transform.Translate(Vector3.forward * speed * Time.deltaTime);
     }
 }

Note that Slerp() will always take the shortest path between two rotations, So it will never rotate more than 180 degrees. Also by using integers in your Random.Range() call, you execute the integer version of Random.Range(), which excludes the end values. You want the float version.

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 a-hacker · Jul 13, 2013 at 05:24 AM 0
Share

Awesome, thank you so much. I've been banging my head on it all day... and you cleared it right up. better than that, I realized what i did wrong initially.

Thanks again, You're Awesome!

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

How can I move an object to click point in 2D? 0 Answers

Rotating wrong 0 Answers

Random rotation of instantiated prefab along one axis 2 Answers

When applying a 90 degree rotation to Euler Angles, it is over/undershooting sometimes.. 2 Answers

Snap and align two cubes 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