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Question by Slawtering · Oct 05, 2014 at 04:45 PM · transformboolean

Door Opening

I was looking for a simple non animation way to open a door and found this bit of code:


 // Smoothly open a door
 var smooth = 2.0;
 var DoorOpenAngle = 90.0;
 private var open : boolean;
 private var enter : boolean;
 
 private var defaultRot : Vector3;
 private var openRot : Vector3;
 
 function Start(){
     defaultRot = transform.eulerAngles;
     openRot = new Vector3 (defaultRot.x, defaultRot.y + DoorOpenAngle, defaultRot.z);
 }
 
 //Main function
 function Update (){
     if(open){
     //Open door
     transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, openRot, Time.deltaTime * smooth);
     }
     else{
     //Close door
     transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, defaultRot, Time.deltaTime * smooth);
     }
 
     if(Input.GetKeyDown("e") && enter){
     open = !open;
     }
 }
 
 function OnGUI(){
     if(enter){
     GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 150, 30), "Press 'E' to open the door");
     }
 }
 
 //Activate the Main function when player is near the door
 function OnTriggerEnter (other : Collider){
     if (other.gameObject.tag == "Player") {
         enter = true;
         }
 }
 
 //Deactivate the Main function when player is go away from door
 function OnTriggerExit (other : Collider){
     if (other.gameObject.tag == "Player") {
         enter = false;
         }
 }



I was wondering how I would go around making the door turn in the anticlockwise direction, since I have double doors and wish to open both at the same time.

I was thinking it had something to do with the defaultRot and OpenRot or the Euler Angle. Can you have a -Vector3(Negative Vector3)?

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avatar image KayelGee · Oct 15, 2014 at 09:27 AM 0
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Did my answer fix your problem?

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Answer by KayelGee · Oct 07, 2014 at 12:22 PM

It's pretty straightforward you just have to change the DoorOpenAngle to -90. You can also change the script like this:

 var DoorOpenAngle : float = 90.0;

This should enable you to change the value inside the Inspector. This should work as expected, as long as your rotation never gets <0 because at this point funny things might happen.

To be safe on all fronts you have to adjust the script so it rotates with Quaternions instead of Vectors which is a simple edit. Here are the changes you have to make

 ...
 private var defaultRot : Quaternion;
 private var openRot : Quaternion;
  
 function Start(){
     defaultRot = transform.rotation;
     openRot = defaultRot * Quaternion.Euler(0, DoorOpenAngle, 0);
 }
  
 //Main function
 function Update (){
     if(open){
     //Open door
         transform.rotation = Quaternion.Slerp(transform.rotation, openRot, Time.deltaTime * smooth);
     }
     else{
     //Close door
         transform.rotation = Quaternion.Slerp(transform.rotation, defaultRot, Time.deltaTime * smooth);
     }
 ...



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avatar image Slawtering · Oct 08, 2014 at 10:15 AM 0
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I'll try coding it in like you said. I tried changing it in the inspector before and ins$$anonymous$$d of moving in the opposite direction it started spinning around like a hurricane.

avatar image KayelGee · Oct 09, 2014 at 12:29 PM 0
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If it spins out of control this might be because once he reaches -1 he'll turn that into 359 degrees so -90 isn't a reachable rotation here. 270 on the other hand will make the door go the long way because Vector3.Slerp doesn't treat the values as rotations. I didn't think this thorugh because your script rotates with Vectors ins$$anonymous$$d of Quaternions.

A solution to that would be to calculate the rotation with Quaternions and Quaternion.Slerp. I'll update my answer once I get to my Unity PC.

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