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 douglasg14b · Feb 07, 2015 at 11:12 AM · 2drotationquaternion

What causes this object to re-rotate itself after it hits it's destination?

As seen here: alt text

I'm using the following code to rotate the object:

     private void RotateToDestiantion()
     {
         Vector3 lookPos = destination - transform.position;
         float angle = (Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg) - 90;
         Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
         transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * 2f);
     }

Destination is a vector 3 where the mouse clicks. I have to subtract 90 degrees off the angle so it actually faces the mouse and is not -90 degrees off. I have absolutely no clue what causes it to rotate after it reaches it's destination.

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
Best Answer

Answer by douglasg14b · Feb 07, 2015 at 06:24 PM

So I think I may have figured this out.

When I determine the angle:

 Vector3 lookPos = destination - transform.position;
 float angle = (Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg) - 90;

I need to do this outside of the function that is in Update(). When the ship stops moving the angle field resets back to 0 degrees (in this case -90 degrees since I subtract 90 from the angle). This happens because the destination and the transform.position are the same, which results in the lookPos being 0. This is resolved by moving the angle determination outside of the looping method.

Additionally, to stop the rotation anyways, I made a check that switches a bool to stop the rotation if it is within a certain allowable distance. I am only pasting this in here for future reference for anyone else that searches for and comes across this post.

     if (angle < 0)
     {
         float checkAngle = 360 + angle; 
         if (checkAngle < (transform.rotation.eulerAngles.z + 0.5f) && checkAngle > (transform.rotation.eulerAngles.z - 0.5f))
         {
             rotating = false;
         }
     }
     else if (angle > 0)
     {
         float checkAngle = angle;
         if (checkAngle < (transform.rotation.eulerAngles.z + 0.5f) && checkAngle > (transform.rotation.eulerAngles.z - 0.5f))
         {
             rotating = false;
         }
     }

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

2 People are following this question.

avatar image avatar image

Related Questions

2D character rotation wrong direction when moving 1 Answer

Rotating an object towards target on a single axis 2 Answers

My player is not Rotating as should 0 Answers

Rigidbody2d Collision Breaks Quaternion.Slerp 2 Answers

Rotate GameObject based on Touch Input Vector (2D) 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