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Question by William_Goodspeed · Feb 14, 2015 at 11:03 PM · c#rotationrotateangle

Rotating without gimbal lock

Hey folks,

So I've taken a look around at a lot of the unity answers regarding this issue, but I can't seem to get my head round it.

I've got a directional light in the center of my scene (my sun) and I'm attempting to have it Rotate 360 degrees on the x axis, while also rising and falling in the sky on the y axis. However, part the way through the rotation I'm losing control of the rotate. Perhaps someone could enlighten me?

This is the 24 hour rotation I am attempting to mimic: http://www.gdargaud.net/Antarctica/DC2005/Pano/SunRun_.jpg

     if (SunUp == true) 
     {
         sun.transform.RotateAround(sun.position, Vector3.right, 10 * Time.deltaTime);
         sun.transform.RotateAround(sun.position, Vector3.up, 10 * Time.deltaTime);
     }

     if (SunUp == false) 
     {
         sun.transform.RotateAround(sun.position, Vector3.left, 10 * Time.deltaTime);
         sun.transform.RotateAround(sun.position, Vector3.up, 10 * Time.deltaTime);
     }
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Answer by William_Goodspeed · Feb 16, 2015 at 11:25 PM

Managed to solve it in the end! For those interested below is the answer:

 public Transform sun;


 public float yrot = 0;
 public float xrot = 0;
 

 private bool SunUp;


 // Use this for initialization
 void Start () {

     SunUp = true;

 }
 
 // Update is called once per frame
 void Update () {

     if (sun.transform.rotation.eulerAngles.x >= 30)
     {
         SunUp = false;
     }

     if (sun.transform.rotation.eulerAngles.x <= 10)
     {
         SunUp = true;
     }

 
     if (SunUp == true) 
     {
         xrot = xrot + 10 * Time.deltaTime;
     }

     if (SunUp == false) 
     {
         xrot = xrot - 10 * Time.deltaTime;
     }

     yrot = yrot + 10 * Time.deltaTime;


     sun.transform.eulerAngles = new Vector3(xrot, yrot, 0);

     Debug.Log ("Sun Up: " + SunUp);
     Debug.Log ("ypos: " + yrot + "xrot: " + xrot);

 }
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