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Question by ewist · May 30, 2015 at 05:06 PM · singleconstants

Rotation is reading wrong when I rotate past +/- 90 degrees

I am having problems setting the rotation of an object. I am trying to get it to snap to a dial angle (basically a 10 digit dial) I let the user move the dial to any angle they want then have it snap to the closets whole number setting.

Problem: it works perfectly for one half of the cylinder. moving the dial past the +/- 90 degree mark starts returning transform.localEulerAngles.x from the current side. Rotating the object (-1 degree give you 359 and rotating the object 179 gives you 359)

Here is the code:

 public class NumberClicks : MonoBehaviour {
 
     public void snap_to (GameObject pickedObject)
     {
         var CurrentRot = transform.localEulerAngles.x;
 
             print ("Current Rotation = " + CurrentRot);
 
         var DialSetting = Mathf.Round (CurrentRot / 36);
 
             print ("Rounding to Tenth = " + DialSetting);
 
         var RoundedRot = (DialSetting * 36);
 
             print ("Rounded Rotation = " + RoundedRot);
 
         pickedObject.transform.localRotation = Quaternion.Euler (RoundedRot, 180, 270);
     }
 }


UPDATE: Further research shows me that I am a victom of the Gimbal Effect when I convert the Quatrain to Euler Angles. Doesn't, however, help me figure out how to get solid solution for my issue.

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