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Question by Laundro · Jun 05, 2014 at 10:32 AM · guiphysicsrotatecarangle

Weird angle values from GUIUtility.RotateAroundPivot...

I have finally finished a working script to rotate a steering wheel in my 3d game. Next step is getting it to actually move my car. Although this is impossible at the moment because of the angle values which I am using are very weird... Here are a few screenshots with console output of the angle variable...alt textalt text

Here is my steering wheel script

 @script ExecuteInEditMode()
 
     public var texture : Texture2D = null;
 
     public static var wheelRotation : float = 10f;
     
     private var angle : float = 0;
     public var turnVar: float = 0;
     public var sizeFloat : float = 0f;
     public var size : Vector2 = new Vector2(0, 0);
     var xPosF : float = 0f;
     var yPosF : float = 0f;
     var btp: Vector2;
     private var pos : Vector2 = new Vector2(0, 0);
     private var rect: Rect;
     private var pivot : Vector2;
     private var rotating : boolean = false;
     private var initialMouseAngle : float;
     
     function Start() {
         UpdateSettings();
     }
     
     function Update() {
         turnVar = angle;
     }
     
     function UpdateSettings() {
         sizeFloat = Screen.height / 2.3;
         size = new Vector2(sizeFloat,sizeFloat);
         xPosF = Screen.width/7.5;
         yPosF = Screen.height/1.25;
         pos = new Vector2(transform.localPosition.x + xPosF, transform.localPosition.y + yPosF);
         rect = new Rect(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f, size.x, size.y);
         //Debug.Log ("Rect="+rect);
         pivot = new Vector2(rect.xMin + rect.width * 0.5f, rect.yMin + rect.height * 0.5f);
     }
     
     function OnGUI() {
     
     if(Input.touchCount > 0 ) {
  
         for(var i : int = 0; i < Input.touchCount; i++) {
  
             var touch : Touch = Input.GetTouch(i);
                         
             if(touch.position.x < Screen.width/2.5) {
                 btp = touch.position;
             }
             
         if (Application.isEditor) { UpdateSettings(); }
         
         btp.y = Screen.height - btp.y;
         
         if (touch.phase == TouchPhase.Began && rect.Contains(btp)) {
             var v2T : Vector2 = (btp - pivot);
             initialMouseAngle = Mathf.Atan2(v2T.y, v2T.x) - angle * Mathf.Deg2Rad;
             rotating = true;
         }
         else if (touch.phase == TouchPhase.Moved && rect.Contains(btp)  && rotating) {
             v2T = (btp - pivot);
             angle = (Mathf.Atan2 (v2T.y, v2T.x) - initialMouseAngle)  * Mathf.Rad2Deg;
         }
         if (touch.phase == TouchPhase.Ended && rect.Contains(btp)) {
             rotating = false;
         }
         }
     }
 
         var matrixBackup : Matrix4x4 = GUI.matrix;
         
         GUIUtility.RotateAroundPivot(angle, pivot);
                 
         GUI.DrawTexture(rect, texture);
         GUI.matrix = matrixBackup;
 }

Here is the code I am currently using to turn the vehicle

 FrontLeftWheel.steerAngle = (sWheel.turnVar)/Mathf.Clamp(rigidbody.velocity.magnitude/15,1,20);
 FrontRightWheel.steerAngle = (sWheel.turnVar)/Mathf.Clamp(rigidbody.velocity.magnitude/15,1,20);
screen shot 2014-06-05 at 6.15.30 am.png (430.0 kB)
screen shot 2014-06-05 at 6.15.19 am.png (443.9 kB)
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Answer by daniyalkhan2000 · Oct 10, 2014 at 05:47 PM

try Math.Clamp(-5, 5)

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