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Question by Ochreous · Aug 12, 2015 at 06:31 AM · c#transformmathfpingponglocaleulerangles

C# Mathf.PingPong Rotate Back and Forth

I've been trying to get my gameobject to rotate back and forth using Mathf.PingPong. It only goes from origin to rotFl. I need it to go from origin to rotFl then switch to from origin to -rotFl. Any ideas for what I should put in the if statement so that the switch occurs? I'm thinking it's something like if it retreats back to origin but I'm not sure.

     public float rotFl;
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         transform.localEulerAngles = new Vector3(0, 0, Mathf.PingPong(Time.time * 50, rotFl));
         /*if( check something so that switch occurs){
         transform.localEulerAngles = new Vector3(0, 0, Mathf.PingPong(Time.time * 50, -rotFl));    
         }*/
     }

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Answer by allenallenallen · Aug 12, 2015 at 07:39 AM

Read this:

http://docs.unity3d.com/ScriptReference/Mathf.PingPong.html

PingPong only makes the value from 0 to length, never negative.

So in order to do what you need, you put a negative right in front of Mathf.PingPong()

 transform.localEulerAngles = new Vector3(0, 0, -Mathf.PingPong(Time.time * 50, rotFl)); 

 
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Answer by Mefisto27 · May 29, 2020 at 09:54 AM

Firstly you should not modify directly eular angels use Quaternion instead. My code sample uses y direction to rotate

  transform.rotation = Quaternion.Euler(defaultRot.x,Mathf.PingPong(Time.time * speed, rotFL*2)-rotFL, defaultRot.z);



     private void Awake()
     {
         speed=50;
         defaultRot = rotation.eulerAngles;
     }
 
 




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