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Question by unity_w108xjlENsUk1Q · Apr 28, 2020 at 05:18 PM · rotateangle

How to rotate an object along the Y axis to the right, and then to the left?

How to rotate an object along the Y axis to the right, and then to the left by a certain number of degrees. The object moves and rotates randomly, so the starting angle can be any.

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Answer by Tario · Apr 28, 2020 at 05:34 PM

Sine wave.

Mathf.Sin(x); outputs a value that will go from zero, up to one, then down to -1 and back to zero at a constant, smooth rate as you increase the value of x. Use that, along with the Quaternion.Euler(); method.


Want more than 1 degrees change? No problem! Multiply the output of Mathf.Sin(x); by the maximum number of degrees you want. At 1, you'll have all your degrees, at 0, you'll have none and at -1, you'll be looking the other direction.


Alternatively, look into Mathf.Pingpong();

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Answer by LuigiDreemurr · Apr 28, 2020 at 05:58 PM

 void Update
 {
 
     float y = 5; //easy variable for y
 
     this.gameObject.transform.localEulerAngles = new Vector3(0, y, 0);
 
 }

This changes the local y angle to 5 degrees, you can also just use EulerAngles for worldspace angles instead of local. As for wanting to change it I assume you want it over time otherwise its gonna twitch out. I recommend using an IEnumerator for that if its always running else Update will work fine, just be sure to set a speed and multiply it by DeltaTime. Deltatime ensures a smooth transition over time, otherwise your code runs once a frame and any transforms will be done way to fast.

 private float y = 0; //we need to store the variable outside so to not have it reset every time update is called.
 public float rotationSpeed = 5; //This is a public variable that we can change for preferred rotation speed.
 public float desiredAngle = 30;
 
 void Update
     {
 
         //This will increase the angle over time
         y += rotationSpeed * Time.deltaTime;
         //This changes the local Euler angle(Standard degrees) of y while keeping x and z at 0
         this.gameObject.transform.localEulerAngles = new Vector3(0, y, 0);
 
         If (y > desiredAngle || y < 1) //I do this to avoid getting gimble locked
              rotationSpeed = -rotationSpeed ; //and with a simple negitave switch we change the direction of the rotation.
     
     }

Hope this answers all of your current questions! Happy coding!

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avatar image unity_w108xjlENsUk1Q · Apr 28, 2020 at 10:26 PM 0
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If rotation.y is not zero, when the code starts to execute, the object takes the coordinate rotation.Y at 0. How to make the object start rotation from the current position along the y axis?

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