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Question by Gotal · Nov 02, 2016 at 02:42 PM · rotationquaternionpercentage

Need help with rotation

Hey guys, i need a bit of help with my code. I have a speed indicator that rotates based on the levers rotation that is acually the one giving speed to my object. I am stuck on a trivial thing and cant solv it because im a nab dev and have little to no help..

My code for the indicator is really simple:

 public class Speedmeter: MonoBehaviour
 {
     public Transform wheel;
     void Update ()
     {
         transform.localRotation = Quaternion.Inverse(wheel.localRotation);
     }
 }

So what i'm doing here is just applying the rotation but in inverse.. just what i want.. but the thing is i dont want it to rotate the full 360 (340 in my case). I try'ed doing something like: ↓↓↓

transform.localRotation = Quaternion.Inverse(wheel.localRotation) * 0.1f;

but it cant be done (duh).. so can anyone teach me how i can limit the rotation of my speedmeter or tell it to rotate just by some percentage of the wheel?

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Answer by Gotal · Nov 02, 2016 at 03:04 PM

Actually DID IT!

Here is the code, if anyone ever gets stuck and needs help with this.. i just assigned a new float that multiplies the angle value, hope it helps someone one day.

 public class Brzinomjer : MonoBehaviour
 {
     public Transform wheel;
     float yAngle;
     float newAngle;
     
     void Update ()
     {
         yAngle = wheel.transform.eulerAngles.y;
         newAngle = yAngle * 0.5f;
 
         transform.localRotation =  Quaternion.Inverse(Quaternion.Euler(0, newAngle, 0));
     }
 }
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