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Question by molokolom · May 27, 2014 at 12:03 PM · rotationtransformscale

Problems with scale and rotation

Hi, guys!

I'm making an array of functions which contains the changes that occur to the array of objects. Everything works, but not the way I want to. hehe))) I would like to change the scale to less amount. But when I use floats (instead of 2), the script gives me errors. The rotation is supposed to be 20 (50) degrees around a transform's local Y axes. But it rotates 180 degrees most of the time.

If anyone can give me a clue how to make it work properly? Thank you!

THE CODE:

using UnityEngine; using System.Collections; using System.Collections.Generic;

public class ChangeBlindness : MonoBehaviour {

 public List<GameObject> currentObjects; 

 
 void Start () {

     currentObjects = GetComponent<GenerateRoom> ().currentObjects;

 }
 

 void Update () {

             if (Input.GetKeyDown (KeyCode.G)) {
         
                     int changeFunction = Random.Range (1, 7);
                     int randomArrayObj = Random.Range (0, currentObjects.Count);
                     Changes (changeFunction, currentObjects [randomArrayObj]); 
             }
     }



 void ChangePos1 (GameObject gameObject){
     gameObject.transform.position = new Vector3 (gameObject.transform.position.x+1F, gameObject.transform.position.y,gameObject.transform.position.z);
 }
 
 void Rotate1 (GameObject gameObject){
     gameObject.transform.rotation = new Quaternion (gameObject.transform.rotation.x, gameObject.transform.rotation.y+20F, gameObject.transform.rotation.z, Time.deltaTime);
 }
 
 void Scale1 (GameObject gameObject){
     gameObject.transform.localScale = new Vector3 ( gameObject.transform.localScale.x *2, gameObject.transform.localScale.y *2, gameObject.transform.localScale.z *2);
 }
 
 void ChangePos2 (GameObject gameObject){
     gameObject.transform.position = new Vector3 (gameObject.transform.position.x+1.5F, gameObject.transform.position.y,gameObject.transform.position.z);
 }
 
 void Rotate2 (GameObject gameObject){
     gameObject.transform.rotation = new Quaternion (gameObject.transform.rotation.x, gameObject.transform.rotation.y+50F, gameObject.transform.rotation.z, Time.deltaTime);
 }
 
 void Scale2 (GameObject gameObject){
     gameObject.transform.localScale = new Vector3 ( gameObject.transform.localScale.x /2, gameObject.transform.localScale.y /2, gameObject.transform.localScale.z /2);
 }
 
 
 
 void Changes (int n, GameObject obj2change) {
     
     Debug.Log("Inside Changes function: " + obj2change.name);
     
     
     switch(n) {
         
     case 1: //ChangePos();
         
         ChangePos1(obj2change);
         Debug.Log("c1");
         
         break;
         
     case 2:  //Rotate();
         
         Rotate1(obj2change);
         Debug.Log("c2");
         
         break;
         
     case 3:  //Scale();
         
         Scale1(obj2change);
         Debug.Log("c3");
         
         break;
         
     case 4: //ChangePos();
         
         ChangePos2(obj2change);
         Debug.Log("c4");
         
         break;
         
     case 5:  //Rotate();
         
         Rotate2(obj2change);
         Debug.Log("c5");
         
         break;
         
     case 6:  //Scale();
         
         Scale2(obj2change);
         Debug.Log("c6");
         
         break;
         
     }
     
 }


}

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Answer by Chris_Dlala · May 27, 2014 at 12:43 PM

Hi, the problem here is that you are using Quaternion as if it's x, y, z, and w components are degrees (or Euler angles), they are not. To declare a new Quaternion from Euler angles you can use Quaternion.Euler or you can get/set Euler angles in transform.euler. However, if you are simply trying to rotate an object you may be better off using the Rotate function in Transform.

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Answer by molokolom · May 27, 2014 at 05:32 PM

thanx, bro!!!

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