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Question by Squvrf · Aug 04, 2021 at 09:10 PM · rotationlerpeulerangles

Two rotations at the same time, on the same axis.

I need help regarding two rotations at the same time, on the same axis. One vector is approaching 90 degrees. When I press up, it should smoothly approach the angle 45 degrees above it, such that HOLDING up will still be going down. Here is a rough sketch of what I mean: (black = vector without up, red = vector approaching 45 above black)alt text

vectors-2.png (4.4 kB)
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avatar image andrew-lukasik · Aug 04, 2021 at 09:41 PM 1
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what

wat

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Answer by andrew-lukasik · Aug 05, 2021 at 09:31 AM

Ok. As far as I can understand you are probably asking how to combine rotations

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TwoRotations : MonoBehaviour
 {
 
     Quaternion _main = Quaternion.identity;
     Quaternion _auxiliary = Quaternion.identity;
     Coroutine _coroutine = null;
 
     void Update ()
     {
         // animate main rotation every frame;
         _main = _main * Quaternion.AngleAxis( 10f*Time.deltaTime , transform.up );
         
         // animate auxiliary rotation on player input:
         if( Input.GetKey(KeyCode.UpArrow) )
         {
             if( _coroutine!=null ) StopCoroutine( _coroutine );
             _coroutine = StartCoroutine(
                 AnimateAuxiliaryRotation( _auxiliary , Quaternion.Euler(0,45f,0) , 1.5f )
             );
         }
         if( Input.GetKey(KeyCode.DownArrow) )
         {
             if( _coroutine!=null ) StopCoroutine( _coroutine );
             _coroutine = StartCoroutine(
                 AnimateAuxiliaryRotation( _auxiliary , Quaternion.Euler(0,0,0) , 1.5f )
             );
         }
         
         // combine rotations:
         transform.rotation = _main * _auxiliary;
     }
 
     IEnumerator AnimateAuxiliaryRotation ( Quaternion src , Quaternion dst , float duration )
     {
         float time = 0;
         do
         {
             _auxiliary = Quaternion.Slerp( src , dst , time/duration );
             time += Time.deltaTime;
             yield return null;
         }
         while( time < duration );
     }
 
 }

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