- Home /
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?
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.
Your answer
Follow this Question
Related Questions
Simulating 3D object rotation in a 2D space/system? 1 Answer
How to rotate ? 2 Answers
want to make a fixed rotation speed in Lerp no matter what the angle is 2 Answers
Rotation of an object 3 Answers