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Question by Anisoropos · Feb 25, 2013 at 06:03 PM · localrollpitchangularvelocityyaw

How to get a rigidbody's Local Angular Velocity (Yaw, Pitch & Roll) ?

I had some trouble finding how to get a rigidbody's local angular velocity (with respect to its own Axes instead of the World's), which can be useful for Flight / Space simulator games, so i thought I would post the way I overcame that problem.

Hope it saves you some trouble :)

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Answer by Anisoropos · Mar 04, 2013 at 07:46 PM

The solution to this problem came by slightly modifying an answer I came across, posted by user RavenBlack:

 Vector3 localAngularVelocity = target.transform.InverseTransformDirection(target.rigidbody.angularVelocity);

localAngularVelocity.x is the target's Pitch,

localAngularVelocity.y is the target's Yaw,

localAngularVelocity.z is the target's Roll,

assuming the target's forward is aligned with its z axis.

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avatar image Styxxx · Jun 25, 2013 at 12:27 PM 0
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thanks, I was looking for something just like that.

avatar image Anisoropos · Jun 25, 2013 at 02:41 PM 0
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Glad i could help! If you found my post helpful don't forget to vote it up :)

avatar image mjc33 · May 07, 2020 at 09:59 PM 0
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Thanks for this, my test course was 90% aligned with the world z axis forward so I was only noticing occasional unusual behaviour just using the rigidbody.angularvelocity, finally today I worked out what was going on and then found this code and now everything behaves as expected

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