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Question by TSCSimulation_AH · Nov 23, 2018 at 09:08 AM · c#rotationgameobjectinstantiaterotation axis

Rotate an Instantiated GameObject a set amount from another instantiated GameObject?

Hi,

I'm trying to instantiate a set number of GameObjects with a rotation of (0, 72, 0). My problem is that all the instantiations of the original are all of the same rotation, when I want them to be 72 degrees apart from each other. How would I do this?

      int i = PlayerPrefs.GetInt("Number of Igloo Cameras");
      if (n != i)
      {
          n++;
          Quaternion j = Quaternion.Euler(0, 72, 0);
          Instantiate(firstSpoutCamera, transform.position, transform.rotation * j);
      }


Thanks.

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Answer by Hellium · Nov 23, 2018 at 09:41 AM

 int instancesCount = PlayerPrefs.GetInt("Number of Igloo Cameras");

 Quaternion instanceRotation = transform.rotation;
 Quaternion deltaRotation = Quaternion.Euler(0, 72, 0) ;

 for( int i = 0 ; i < instancesCount ; ++i )
 {
     instanceRotation = instanceRotation * deltaRotation ;
     Instantiate(firstSpoutCamera, transform.position, instanceRotation);
 }
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avatar image TSCSimulation_AH · Nov 23, 2018 at 09:51 AM 0
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Hi, thanks for this.

I've got another problem though, I'm using a int++ to tell the block of code when to stop executing, and that was the part that was working in my code posted above. When I added this, it creates far too many instances.

For example, if I set it to 5, it would keep instantiating until the int++ hit 5 and would stop. This new code creates more than that.

Code:

         int i = PlayerPrefs.GetInt("Number of Igloo Cameras");
         if (n != i)
         {
             n++;
             Quaternion j = transform.rotation;
             Quaternion dj = Quaternion.Euler(0, 72, 0);
             for (int a = 0; a < i; ++a)
             {
                 j = j * dj;
                 Instantiate(firstSpoutCamera, transform.position, transform.rotation * j);
 
             }
         }
avatar image Hellium TSCSimulation_AH · Nov 23, 2018 at 10:03 AM 1
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Since you did not provide the whole code, it was pretty hard to give you the solution that fit your needs.... Think about it next time ;)

I've updated my answer (and your question, I've added the code you were using)

avatar image TSCSimulation_AH Hellium · Nov 23, 2018 at 10:16 AM 0
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Yep. Well, ideally all I need now is a single instantiation per interval of n.

Or better yet, if the player prefs bit is, say, 5, it only instantiates 5, if it's 9, it instantiates 9.

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avatar image mlnczk TSCSimulation_AH · Nov 23, 2018 at 10:19 AM 1
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Also please name your properties better. Its gonna turn out for you and others much better. See Hellium's example its way better to name his properties little longer but self-explaining rather then using shortcuts like "j" or "dj"

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