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Question by malu05b · Apr 30, 2013 at 03:31 PM · quaternionrotaterotations

Get my head around Unity Rotations

Hey, im comming from a VFX background and have just started playing around with unity. But i just can't get my head around the whole rotation thing.

If i in unity take a plane, set the rotation to 270 , 0 , 0 the object rotates as it should facing the Z axis. However if i want to now tilt the object say, 90 degrees. I can't do it. Putting 270 , 90 , 0 will rotate the object around the Y axis, and putting 270 , 0 , 90 will do the exact same thing. While in any 3D application putting 270 , 90 , 0 would eighter tilt it in its own or the world Z axis.

So in java i have set up the following:

 Transform.Rotate(Vector3.down * Input.acceleration.y);

This slowly rotates the object around the Z axis as i want, but i want to set a absolute rotation and not slowly make it rotate around its own axis (ie Rotate 90 degrees, and stop)

So i tried the following

 transform.rotation = Quaternion.Euler(Vector3.down * Input.acceleration.y)

That just introduced the problem described earlier.

What am i doing wrong?

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avatar image sfc.itzhak · Apr 30, 2013 at 10:30 PM 0
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did you try http://docs.unity3d.com/Documentation/ScriptReference/Transform-eulerAngles.html ?

or http://docs.unity3d.com/Documentation/ScriptReference/Transform-localEulerAngles.html ?

sfc

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Answer by whydoidoit · Apr 30, 2013 at 10:52 PM

Not quite sure I'm getting your concern. The rotation is in world coordinates and they are applied simultaneously - so 270 rotates the object around the X axis (of the object without rotation) and 90 rotates it around the Y axis (of the object without rotation) at the same moment.

If you want to combine a sequence of rotations then put the plane inside an empty game object and set the rotations in the order you prefer.

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