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Question by BlackBear_S · Jul 19, 2017 at 02:21 AM · rotate objectlimitations

Limit the amount of rotation you want when moving objects

Nice to meet you. I am a student studying Unity in Korea personally (Korea is called South Korea or Republic of Korea). I ask myself this question because I am stuck in studying alone.

I want to stop the rotation angle at the desired angle when the object moves.

Condition) Moves and rotates relative to the local axis. The direction of movement is the X axis and the -X axis, and the rotation direction is the Z axis and -Z axis.

Question) I do not want to rotate 360 ​​° in Z-axis, but only 60 ° and I do not want to rotate any more. When the object moves along the X axis, it rotates in the -Z axis direction (the forward direction is the Z axis, position). When you move to the -X axis, it rotates in the Z axis direction (-60-> 0-> 60). Is it possible to limit the angle of rotation to your liking? If possible, how should I code it in C #?

Ah! one more If an object has move and rotate, it moves to the local axis at the rotated angle. Why do you see this movement?

It is awkward to write a translator. please understand.      From Korea student

This is the code we've written so far

 public float CharactorMoveSpeed = 3f;
 public float RotationAxis = 60f;     
 void Update()
 {
     if (Input.GetKey(KeyCode.UpArrow))
     {
         transform.Translate(Vector3.forward * CharactorMoveSpeed * Time.deltaTime);
     }

     if (Input.GetKey(KeyCode.DownArrow))
     {
        transform.Translate(Vector3.back * CharactorMoveSpeed * Time.deltaTime);

     }

     if (Input.GetKey(KeyCode.LeftArrow))
     {
        transform.Translate(Vector3.left * CharactorMoveSpeed * Time.deltaTime);
        transform.Rotate(Vector3.forward * (RotationAxis * Time.deltaTime));
     }

     if (Input.GetKey(KeyCode.RightArrow))
     {
         transform.Translate(Vector3.right * CharactorMoveSpeed * Time.deltaTime);
         transform.Rotate(Vector3.back * (RotationAxis * Time.deltaTime));

}
}

}

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