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Question by Broseph1010 · Aug 11, 2018 at 03:05 PM · rotationphysicsrigidbodyquaternioneulerangles

Why can't I assign a rotation to a rigidbody Object?

I have a character completely made out of parts, with rigid bodies and joints. I am trying to assign the rotation of the LowerTorso to the rotation of the Camera. It is not working. What am I doing wrong?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class LowerTorsoRotation : MonoBehaviour {
     public GameObject Camera;
     // Use this for initialization
     void Start () {
 
     }
     
     // Update is called once per frame
     void Update () {
         transform.rotation = Quaternion.Euler(transform.rotation.x,Camera.transform.rotation.y,transform.rotation.z);
     }
 }
 
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avatar image Glurth · Aug 11, 2018 at 03:22 PM 0
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Can you confirm you have attached this component to the LowerTorso game object? Also, are their any joints that connect the LowerTorso to another rigidbody? If so, do the connected rigid bodies (or any connected to them) have some kind of limitation that would counteract this change?

I would also suggest a sanity check e.g.: Debug.Log("Changing rotation to:" + Camera.transform.rotation.y); to make sure your code is actually running.

avatar image Broseph1010 Glurth · Aug 11, 2018 at 05:03 PM 0
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I have verified that it is attached and is running, and yes, there are joints connected to other rigid bodies, but they are not limited. I also realized that the rotation resets, even though for X and Z they are not supposed to change.

avatar image MSavioti · Oct 29, 2021 at 03:38 AM 0
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Have you tried using Rigidbody.MoveRotation?

https://docs.unity3d.com/ScriptReference/Rigidbody.MoveRotation.html

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Answer by Pupaak · Oct 28, 2021 at 01:12 PM

You have to set the rotation with Rigidbody.rotation.


Something like this:

  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class LowerTorsoRotation : MonoBehaviour {
      public GameObject Camera;
      private Rigidbody rigidbody;
      // Use this for initialization
      void Start () {
          rigidbody = GetComponent<Rigidbody>();
      }
      
      // Update is called once per frame
      void Update () {
          rigidbody.rotation = Quaternion.Euler(transform.rotation.x,Camera.transform.rotation.y,transform.rotation.z);
      }
  }

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