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Question by CubePhysics · Mar 16, 2014 at 04:25 PM · c#animationquaternionroation

how to rotate an object smoothly

It says it in the title. I want to make the character turn right, left and backwards smoothly instead of instantly but with my script so far it looks glitchy for example when i jump and land but i was moving forward the player just plays the standing animation while moving instead of the run animation. here is my script.

 using UnityEngine;
 using System.Collections;
 
 public class Animation : MonoBehaviour {
 
     private MouseLook camera;
     public float time = 1f;
     public float speed = 1f;
 
     // Use this for initialization
     void Start () 
     {
         animation.Play("Standing");
         animation["StandToRun"].speed = 1f;
         animation["RunToStand"].speed = 1f;
         animation["Jump"].speed = 1.15f;
         Screen.lockCursor = true;
     }
     
     // Update is called once per frame
     void Update () 
     {
         if(Input.GetKeyDown(KeyCode.Escape))
         {
          GameObject.Find("Player").GetComponent<MouseLook>().enabled = false;
          GameObject.Find("Camera").GetComponent<MouseLook>().enabled = false;
         }
 
         if(Input.GetMouseButtonDown(0))
         {
          Screen.lockCursor = true;
          GameObject.Find("Player").GetComponent<MouseLook>().enabled = true;
          GameObject.Find("Camera").GetComponent<MouseLook>().enabled = true;
 
         }
 
         print (transform.localEulerAngles.y);
 
         if(Input.GetKeyDown(KeyCode.W))
         {
             animation.CrossFade("Run");
         }
         if(Input.GetKeyUp(KeyCode.W))
         {
             animation.CrossFade("Standing");
             transform.Rotate(0,0,0);
         }
         if(Input.GetKeyDown(KeyCode.D))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,90,0);
         }
         if(Input.GetKeyUp(KeyCode.D))
         {
             animation.CrossFade("Standing");
             transform.Rotate(0,270,0);
         }
         if(Input.GetKeyDown(KeyCode.A))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,270,0);
         }
         if(Input.GetKeyUp(KeyCode.A))
         {
             animation.CrossFade("Standing");
             transform.Rotate(0,90,0);
         }   
          if(Input.GetKeyDown(KeyCode.S))
         {
             animation.CrossFade("Run");
             transform.Rotate(0,180,0);
         }
         if(Input.GetKeyUp(KeyCode.S))
         {
             animation.CrossFade("Standing");
             transform.Rotate(0,180,0);
         }
 
 
         if(Input.GetKeyDown(KeyCode.Space))
         {
             animation.CrossFade("Jump");
         }
 
 
     }
 }
 
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Answer by highpockets · Mar 16, 2014 at 04:51 PM

Try:

 Transform.Rotate( Time.deltaTime * 10, 0, 0 );

That will rotate smoothly at 10 degrees per second around the x axis. Use Time.deltaTime multiplied by however many degrees you would like to turn per second.

Hope that helps

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avatar image CubePhysics · Mar 17, 2014 at 12:58 PM 0
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It doesnt work. the player model still turns instantly ins$$anonymous$$d of smoothly

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Answer by Zentiu · Mar 17, 2014 at 02:34 PM

try this:

 public float turnSpeed = 1.0f; //adjust this value to get a faster rotation speed.
 float rotation;
 
 
 if(Input.GetKeyDown (KeyCode.A))
 {        
     rotation = Input.GetAxis ("Horizontal") * turnSpeed;
     transform.Rotate(transform.up, rotation);
 }

for the D button its the same only it turns the other way since D is set up like that in the input manager.

for your S buttons you need to set them up manually in the input manager to actually use them the way you want to with this code.

also you can adjust the rotationSpeed inside each buttonpress "if" statement to get the desired rotation for each button you press.

hope this helps.

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