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Question by epicbapplizer · Apr 28, 2020 at 01:42 PM · rotationcheck360-degreesspin

Detecting when the player has completed a full 360 degree spin

I've got a simple top-down mouselook setup, and I want to detect when the player has done a full spin. My current implementation is this:

 public class PlayerController : MonoBehaviour
 {
 
     public float speed;
     public float currentPlayerRotation;
     public float lastFramePlayerRotation;
     public string rotationStatus;
     public float numOfSpinsClockwise;
 
     // Start is called before the first frame update
     void Start()
     {
         transform.position = Vector3.zero;
         lastFramePlayerRotation = transform.rotation.eulerAngles.y;
     }
 
     // Update is called once per frame
     void Update()
     {
 
         //WASD for movement
         Vector3 inputVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
         Rigidbody ourRigidbody = GetComponent<Rigidbody>();
         ourRigidbody.velocity = inputVector * speed;
 
         //Mouselook
         Ray rayFromCameraToCursor = Camera.main.ScreenPointToRay(Input.mousePosition);
         Plane playerPlane = new Plane(Vector3.up, transform.position);
         float distanceFromCamera;
         playerPlane.Raycast(rayFromCameraToCursor, out distanceFromCamera);
         Vector3 cursorPosition = rayFromCameraToCursor.GetPoint(distanceFromCamera);
 
         transform.LookAt(cursorPosition);
         //Movement and Mouselook code taken from Tom Francis
 
 
 
 
         //Spincheck
         currentPlayerRotation = transform.rotation.eulerAngles.y;
         currentPlayerRotation = Mathf.Round(currentPlayerRotation);
         if (currentPlayerRotation > lastFramePlayerRotation)
         {
 
              rotationStatus = "Clockwise";
 
         } else if (currentPlayerRotation < lastFramePlayerRotation)
         {
 
              rotationStatus = "Anticlockwise";
 
         } else
         {
 
              rotationStatus = "Stationary";
 
         }
 
         if (lastFramePlayerRotation == 359 && currentPlayerRotation == 0)
         {
             numOfSpinsClockwise += 1;
         }
         
         lastFramePlayerRotation = currentPlayerRotation;
     }
 }
 

I'm running into the issue where rotating the mouse in a clockwise direction rarely results in numOfSpinsClockwise increasing. From viewing the inspector the rotation variables don't appear to update fast enough to allow it to work, but I know this isn't the case. Does anyone have a fix/solution to this?

(I'm also very new to Unity so I apologise for any messy code/variable names).

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