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Question by copperdoggames · Dec 06, 2013 at 02:14 AM · dooranglesnotworking

Door script not working when door is turned 90 degrees

I use the following code for doors. These doors have 0=x 0=y 0=z rotation, but when I turn the door 90 degrees on the y axis, the door doesn't open. What am I doing wrong?

 var door: Transform;
 
 var angleOpen: int;
 
 var angleClose: int;
 
 var speedOpen: int = 1000;
 
 function OnTriggerStay(other:Collider){
 
 if (door.transform.localEulerAngles.y < angleOpen){
 
 door.transform.Rotate(Vector3.up*Time.deltaTime*speedOpen);
 
 }
 
 }
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avatar image rutter · Dec 06, 2013 at 02:20 AM 0
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If you rotate the door, it looks like you'll need to adjust angleOpen and angleClose to compensate.

As an alternative, you could just code in a value indicating how far the door should open, which you use to calculate appropriate angleOpen and angleClose during Start().

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Answer by aldonaletto · Dec 06, 2013 at 03:58 AM

Don't trust in the values read from localEulerAngles or eulerAngles: there are many XYZ combinations that may be returned by the same rotation, and the "wrong" one may screw your code up. Do the opposite: keep the desired angle in a variable and "rotate" it mathematically, assigning the result to the actual localEulerAngles every frame:

 var door: Transform;
 var angleOpen: int;
 var angleClose: int;
 var speedOpen: float = 90; // degrees per second
 
 private var curAngle;
 
 function Start(){
   curAngle = angleOpen; // initialize curAngle
   door.transform.localEulerAngles = Vector3(0, curAngle, 0);
 }
  
 function OnTriggerStay(other:Collider){
   // "rotate" curAngle towards angleOpen
   curAngle = Mathf.MoveTowards(curAngle, angleOpen, Time.deltaTime * speedOpen);
   // assign it to the door transform
   door.transform.localEulerAngles = Vector3(0, curAngle, 0);
 }
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avatar image copperdoggames · Dec 07, 2013 at 10:12 PM 0
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Yeah I really like this a lot more than my previous code! I'll try it out!

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