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 DFLY · Aug 25, 2014 at 12:07 PM · rotateworldspaceeulerlocalspace

rigidbody.MoveRotation neither world space or local? How does it work?

Hi, I have a script that is supposed to change the rigidbody along the X or Y axis depending on what mouse button you press. But the Y axis rotation seems to be in world space and the X axis it seems to be in local space. How do I get the whole thin in world space? (I need to use rigdbody.MoveRotation and not transform.EulerAngles because of strange collision events.)

Here is part of my script:

 if (Input.GetMouseButton (0)   && Time.time > nextRot) {
             
             nextRot = Time.time + rotRate;
             
                 
             rotX = rotX + 90;
             if (rotX > 315) rotX = 0;
             if (rotX >= 225 && rotX < 315) rotX = 270;
             if (rotX >= 135 && rotX < 225) rotX = 180;
             if (rotX >= 45 && rotX < 135) rotX = 90;
             if (rotX >= 0 && rotX < 45) rotX = 0;
             Debug.Log ("rotX = " + rotX);
                 
             
             xCanRot = true;
         }
             else xCanRot = false;
             
             
         if (Input.GetMouseButton (1)   && Time.time > nextRot) {
             
             nextRot = Time.time + rotRate;
             
                 
             rotY = rotY + 90;
             if (rotY > 315) rotY = 0;
             if (rotY >= 225 && rotY < 315) rotY = 270;
             if (rotY >= 135 && rotY < 225) rotY = 180;
             if (rotY >= 45 && rotY < 135) rotY = 90;
             if (rotY >= 0 && rotY < 45) rotY = 0;
             Debug.Log ("rotY = " + rotY);
             
                 
             yCanRot = true;
         }
             else yCanRot = false;
                 
             
     
     if (yCanRot || xCanRot) {
     
             
             
             blockRotation = Quaternion.Euler (Vector3 (rotX,rotY,0.0));
             rigidbody.MoveRotation(blockRotation);
             
     
             
         }
     

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 DFLY · Oct 19, 2014 at 02:30 PM

I think I have figured it out. I was using Euler Angles and they (I think) rotate in a sequence of axis and can change the Euler angle values as they go. I have used them very effectively before for rotation about a single axis (A dial from one to 10). But they are really bad for incrementing movement in 3D.

Now for this project, I am using Transform rotation as below:

 #pragma strict
 
 
 
 var canRot: boolean;
 
 private var emptyRotation: Quaternion;
 
 
 function Start () {
 
 canRot = false;
 emptyRotation = Quaternion.identity;
    
 }
        
     
     function Update () {
     
             
         if (Input.GetMouseButtonDown (0)   ) {
             
             transform.Rotate (Vector3.right * 90 , Space.World);
                                            
         }
             
             
         if (Input.GetMouseButtonDown (1)   ) {
                                 
                 transform.Rotate (Vector3.up * 90 , Space.World);
             
         }
             
         emptyRotation = transform.rotation;
     }
     
 
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

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

About World space and Local space 4 Answers

Moving forward in world space with rotation. 1 Answer

How do I get the world space up direction for RotateAround? 0 Answers

vertices to world position 1 Answer

Random.insideUnitSphere doesn't work as expected 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