Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Palarus · Nov 25, 2015 at 08:54 PM · rotationquaterniontimeaxis

Rotating around the Y axis then on Z axis makes my object rotate on the X axis

Hello everyone,

I'm trying to rotate a cube over a period of time when I press the arrow keys using a corroutine. Imagine a Rubik's cube of sorts.

I can rotate it on the Y axis without a problem. But if I try rotating it on the Z axis after rotating it on the Y, it actually rotates the cube on the X axis. How can I fix this?

Here is the code:

 private Touch ft = new Touch();
     private float d = 0;
     private bool swipeCheck = false;
     public GameObject cube;
     private Vector3 lerpAngle = new Vector3();
 
     IEnumerator RotateMe(Vector3 byAngles, float inTime)
     {
         var fromAngle = cube.transform.rotation;
         var toAngle = Quaternion.Euler(cube.transform.eulerAngles + byAngles);
         for (var t = 0f; t < 1; t += Time.deltaTime / inTime)
         {
             //Método viejo
             cube.transform.rotation = Quaternion.Lerp(fromAngle, toAngle, t);
 
             yield return null;
         }
     }
 
     // Use this for initialization
     void Start () {
 
           
 
     }
     
     // Update is called once per frame
     void Update () {
 
         if (Input.GetKeyDown(KeyCode.UpArrow))
         {
             
             StartCoroutine(RotateMe(Vector3.forward * -90f, 1.5f));
             
 
         }
         else if (Input.GetKeyDown(KeyCode.DownArrow))
         {
             //cube.transform.Rotate(0, 0, 90, Space.World);
             StartCoroutine(RotateMe(Vector3.forward * 90f, 1.5f));
             
         }
         else if (Input.GetKeyDown(KeyCode.RightArrow))
         {
             //cube.transform.Rotate(0, -90, 0, Space.World);
             StartCoroutine(RotateMe(Vector3.up * -90f, 1.5f));
         }
         else if (Input.GetKeyDown(KeyCode.LeftArrow))
         {
             //cube.transform.Rotate(0, 90, 0, Space.World);
             StartCoroutine(RotateMe(Vector3.up * 90f, 1.5f));
 
         }

Thank you in advance!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Palarus · Nov 27, 2015 at 10:13 AM

Solved it! Instead of using quaternions, I used transform.Rotate(); with Space.World to use world axis instead of local ones!

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Smooth rotation about global axis instead of local axis. 1 Answer

Quaternion.Slerp on local axis 1 Answer

Rotating a 2D sprite to face a target on a single axis. 3 Answers

Rotation with different speed for different axis 2 Answers

Problem with quaternion rotation zxis 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges