how to manually control angle of sun while in game?
hi all, i'm trying to find a way to manually control the angle of my sun while in game (survival game), almost the way minecraft does it within theirs. For example, if i wanted it to be noon, i can type in something to change the angle of the sun. does anyone know how this work? thank you in advance. i am not familiar with unity as i am a new to the programming scene. this is what i have as my day/night cycle
using System.Collections; using System.Collections.Generic; using UnityEngine;
public class RotateLights : MonoBehaviour {
 public Transform light1;
 public Transform light2;
 public float speed = 0.5f;
 void Start () {
     
 }
 
 void Update () {
     light1.Rotate(new Vector3(speed * Time.deltaTime, 0, 0));
     light2.Rotate(new Vector3(speed * Time.deltaTime, 0, 0));
 }
}
Answer by Hellium · Oct 19, 2018 at 04:18 PM
public class RotateLights : MonoBehaviour {
  public Transform light1;
  public Transform light2;
  public float speed = 0.5f;
  private Quaternion initialLight1Rotation ;
  private Quaternion initialLight2Rotation ;
  void Start () 
  {
      initialLight1Rotation = light1.rotation ;
      initialLight2Rotation = light2.rotation ;
  }
  
 void Update () 
 {
      light1.Rotate(new Vector3(speed * Time.deltaTime, 0, 0));
      light2.Rotate(new Vector3(speed * Time.deltaTime, 0, 0));
      if( Input.GetKeyDown( KeyCode.Alpha1 ) )
      {
           SetLight1Rotation( 60 ) ;
           SetLight2Rotation( 60 ) ;
      }
      if( Input.GetKeyDown( KeyCode.Alpha2 ) )
      {
           SetLight1Rotation( 90 ) ;
           SetLight2Rotation( 90 ) ;
      }
      if( Input.GetKeyDown( KeyCode.Alpha3 ) )
      {
           SetLight1Rotation( 120 ) ;
           SetLight2Rotation( 120 ) ;
      }
  }
  public void SetLight1Rotation( float angle )
  {
       light1.rotation = initialLight1Rotation * Quaternion.Euler( angle, 0, 0 );
  }
  public void SetLight2Rotation( float angle )
  {
       light2.rotation = initialLight2Rotation * Quaternion.Euler( angle, 0, 0 ) ;
  }
}
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