Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 lepickle · Sep 09, 2014 at 01:06 PM · rotationvector2

How do I make an object rotate towards to another object with rotation speed?

I want an enemy chasing the player but I wouldn't want the enemy to be able to look at me instantaneously.

This is my code for the rotation:

     Vector3 dir = player.transform.position - this.transform.position;
     float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
     transform.rotation = Quaternion.AngleAxis(angle - 90.0f, Vector3.forward);

*edit: Changed added -90.0f at the last line because the sprite was facing the target sidewards.

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

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by Zodiarc · Sep 09, 2014 at 02:58 PM

Try this http://docs.unity3d.com/ScriptReference/Quaternion.Lerp.html

Comment
Add comment · Show 3 · 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
avatar image lepickle · Sep 09, 2014 at 03:52 PM 0
Share

I've changed my code:

             transform.rotation = Quaternion.Lerp(this.transform.rotation, Quaternion.AngleAxis(angle - 90.0f, Vector3.forward), rotationSpeed);

But it seems that the sprite is still facing me quickly regardless of the value of rotationSpeed.

Am I using Lerp right?

avatar image Zodiarc · Sep 10, 2014 at 08:53 AM 0
Share

You also need to use Time.deltaTime. In my understanding this code should look like this:

 var rotationTime: float = 0.0f;
 
 rotationTime += rotationSpeed * Time.deltaTime;
 
 transform.rotation = Quaternion.Lerp(fromRotation, toRotation, rotationTime);

If rotation Speed is 1, then the rotation will take 1 second (I didn't use Quaternion.Lerp till now but I'm assu$$anonymous$$g that it will work the same like $$anonymous$$athf.Lerp.

avatar image lepickle · Sep 11, 2014 at 04:45 PM 0
Share

Fixed it. Used localEulerAngles and RotateTowards. I had trouble using Quaternion.Lerp

 var direction = (player.transform.position - transform.position).normalized;
 transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(direction, transform.up), rotationSpeed * Time.deltaTime* 9.0f);
 transform.localEulerAngles = new Vector3(0, 0, transform.localEulerAngles.z);
             

Thanks for the help though.

avatar image
0

Answer by Jan_Julius · Sep 09, 2014 at 03:32 PM

Try using Time.deltaTime

Comment
Add comment · Show 1 · 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
avatar image lepickle · Sep 09, 2014 at 03:57 PM 0
Share

I did, I've also tried to use Quternion.Lerp in this here code:

             transform.rotation = Quaternion.Lerp(this.transform.rotation, Quaternion.AngleAxis(angle - 90.0f, Vector3.forward), Time.deltaTime * rotationSpeed);
 

But it still behaves the same way as my original code.

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Rotate while moving forward 1 Answer

Rotate object based on normalized Vector2? 1 Answer

Gradually reduce speed 1 Answer

2 fingers sprite rotation 1 Answer

Rotate an object around another object at an angle from the X axis? 1 Answer


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