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Question by Ammar-Ali · Mar 31, 2016 at 02:59 PM · rotation2d gameacceleration

[Solved] Problem with achieving rotation relative to current acceleration value

Hi guys.

I have linked the rotation of a 2d object (an airplane) relative to its acceleration along the y axis.

The problem is the rotation is not based on current acceleration value.

Typically the acceleration ranges from -10 to 10. It feels like the rotation is based on a cumulative acceleration value rather than the current value. What I want is the rotation of plane change exactly in relation to its acceleration value.

Not sure if you guys understood what I mean. :p

Here is the script:

 #pragma strict
 
 //var previous: Vector3;
  var velocity : float;
  var acceleration : float;
  
  var rb : Rigidbody2D;
  
  function Start() 
  {
     rb = GetComponent.<Rigidbody2D>();
     acceleration = 0;
 }
  function Update()
  {
       
  
  acceleration = (rb.velocity.y - velocity)/Time.fixedDeltaTime;
  
  velocity = rb.velocity.y;
  
  transform.Rotate(0,0,-acceleration*Time.deltaTime*20);
  
     // print (velocity);
      //print (acceleration);
  
 }

Any suggestions?

Update: Guys I figured out the solution. I removed *Time.deltaTime while defining the rotation function and now it works as I intended. Thanks

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