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Question by Tulugak · Jul 20, 2020 at 05:31 PM · rotationrotate objectrandom.range

Why my rotation gets different values?

Hello I've started using unity 2 months ago. Did some small games now I am trying to make a rotation puzzle game. The game itself is done. However I wanted to save the last rotation of the pieces and wrote this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class UltimateRotationSaver : MonoBehaviour
 {
     public float picRot;
    
     public void Awake()
     {
         //get z rotation if there is none get a random *90 rotation
         picRot = PlayerPrefs.GetFloat(GetComponent<SpriteRenderer>().sprite.name, Random.Range(0, 4) * 90);
         Debug.LogWarning("Start Rotation" + transform.eulerAngles.z);
         
     }
 
     void Start()
     {
         //use picRot of the Awake
         transform.rotation = Quaternion.Euler(0, 0, picRot);
     }
 
 
     private void OnMouseDown()
     {
         //On click save
         PlayerPrefs.SetFloat(GetComponent<SpriteRenderer>().sprite.name, transform.eulerAngles.z);
         Debug.LogWarning("Current Rotation" + transform.eulerAngles.z);
     }
 }

So the problem is... SOMETIMES just sometimes not always, my game can not be completed. I've used Debug.Log to see why, and realized that SOMETIMES I get "9,659347E-06" instead of "0" when the picture is in the right angle. So game can not end because all z rotations are not equals to zero.

alt text

I could not figure out what should I do. Tried using rounding the float values, it did fix the debug notifications but not the game itself maybe it is because I've used it wrong. In the end I am not even sure why it happens but my guess is "transform.rotation = Quaternion.Euler(x, y, z)"

also if needed... this is the code that rotates the pictures:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class TouchRotate : MonoBehaviour
 {
     
     private void OnMouseDown()
     {
         if (!Game.youWin)
             transform.Rotate(0f, 0f, 90f);
     }
 }
 

 
 


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Answer by Captain_Pineapple · Jul 20, 2020 at 05:42 PM

well yes this is one of the fundamental issues when calculating with floats or doubles.

(A * B) / B can result in a slightly different number then A. So if you want to check for some value you should use some epsilon approximation.

So instead of if(value == 0) you should check: if(Mathf.Abs(value) < 0.05)

This way you can be sure that the desired value is reached to an "acceptable level"

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avatar image Tulugak · Jul 20, 2020 at 06:20 PM 0
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I will run and try it in a few $$anonymous$$utes. Thank you very much for your answer =)

Edit: I've tried. Worked like a charm. Thank you again

avatar image exploringunity · Jul 20, 2020 at 09:22 PM 1
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To expand on @Captain_Pineapple's answer, UConn's What Every Programmer Should Know About Floating-Point Arithmetic is an excellent resource for more info on floating point numbers. It explains why you need to check for nearly-equal instead of exactly equal, etc.

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