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checking angular magnitude
simply what i am trying to do is get the speed in which my wheel is rotating. i have a script that prints this into a varible float named speed. and im useing
speed = rigidbody.angularvelocity.magnitude....
this works fine but if the object goes backwards it also gives me a +number, i simply want a negative number or none. so basically i only want to measure the magnitude it the wheel is spinning forward.
im going to try a few things but is there a simple command i could use
Answer by adrenak · Jan 14, 2012 at 12:47 PM
You are using rigidbody.angularVelocity.magnitide . rigidbody.angularVelocity actually returns a Vector3 and by using magnitude you are finding out the magnitude of the resultant vectors which is always positive, simply because its a magnitude, an amount.
To get better results you can use the same statement without magnitude, but keep in mind that the variable speed that you have should be of the type Vector3 and not float. Then you can access speed.x, speed.y and speed.z, they are the individual components that make up the vector.
Now you can check if lets say, is speed.x > 0 (positive) or speed.x < 0 (negative).
Hope this helps!
im pretty sure i tried this the other day without magnitude and the problem that i was faceing was that my varible wouldnt stop going up.
basically i have a bike and the back wheel controls the power and when i apply just velocity it keeps adding everytime it goes around ins$$anonymous$$d of just telling me how fast it is going.
i did try adding the script to the actual bike but when it goes backwards say in the air it gives me a negative number as its now moveing the other way, which is useless to me as when the bike is in the air i need to be able to push a button and the speed goes up.
so im measuring the power of the wheel not how fast the object is moving. or something like that. this has to b accurate as im syncing a lot of different things to this one varible,
i found a way to do it but it removes any reverse movement being displayed through the same varible
im using my above script but checking to see if the bike velocity >0 and now if my bike goes bacwards it doesnt display anything. bit shabby but it works until i figure something else out
for some reason it now works when i use angular velocity dont know why must of been something in my script conflicting with it to make it multiply
thanks for the help works fine now, i probably had speed = speed + rigidbody.angualrvelocity or somthing like that to cause it doing what it was doing. i can now use this to control my animation place as well
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