Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
This question was closed Dec 13, 2016 at 07:57 PM by Blapple88 for the following reason:

Other

avatar image
0
Question by Blapple88 · Dec 13, 2016 at 06:28 AM · rotationquaternioneuleranglesanglesquaternions

How to add to a rotation angle?

     public float m_MaxAngle;
 
     public float m_Speed;
 
     float m_TotalRotation;
 
     float m_NewAngle, m_CurrentAngle;
 
     void Update () 
     {
 
 
         transform.Rotate(-Vector3.forward, m_Speed * Time.deltaTime);
 
 
 
         m_NewAngle = Vector3.Angle(Vector3.up, transform.up);
         m_CurrentAngle = transform.rotation.z;
 
 
         m_TotalRotation = m_NewAngle - m_CurrentAngle;
         Debug.Log(m_TotalRotation);
     }

What I'm trying to do with this code is get the total rotation to add or subtract based on which way an object is rotating. If the object is rotating clockwise it's adding to m_TotalRotation, and counterclockwise it subtracts from m_TotalRotation. I want to be able to setup limits of how many times and object can rotate. The problem I am having difficulty understanding is why the variable m_TotalRotation stops increasing and starts deceasing when it reaches 180 degrees. I am also struggling with making subtract into the negatives when it hits 0. Here's an example I found, I'm trying to mimic something like this in 3D https://youtu.be/gE9Q9x4B5LA?t=131

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

  • Sort: 

Follow this Question

Answers Answers and Comments

93 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Making 2D Compass From Quaternion 1 Answer

problem setting rotation 1 Answer

How can I find direction with known 2 projection angles on xz and yz planes? 2 Answers

How to convert Quaternions to Euler angles with different order? 0 Answers

Make camera have same rotation but with an offset 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges