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This question was closed Jul 03, 2014 at 01:38 PM by ado112 for the following reason:

The question is answered, right answer was accepted

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Question by ado112 · May 06, 2014 at 08:07 PM · rotationmobilequaternionjoystick

why is my character rotation always 180° after joystick is released.

object will rotate by the joystick angle but when its released rotation is 180. Part of the script :

 var joystick : Joystick; //from mobile assets.
 
 function Update () {
 var An = Mathf.Atan2(-joystick.position.x,joystick.position.y) * Mathf.Rad2Deg;
 transform.rotation = Quaternion.AngleAxis(180 - An,Vector3.up);
 }
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Answer by DMGregory · May 06, 2014 at 09:14 PM

Because Mathf.Atan2(0, 0) returns zero. (The zero vector doesn't "point" anywhere, so zero was arbitrarily chosen so the function wouldn't blow up in this case)

You may want to add a deadzone, where if the joystick deflection is less than some threshold, you don't turn the character at all. Something like:

 if(joystick.position.sqrMagnitude > 0.01) // Tune this float to taste.
 {
    var An = Mathf.Atan2(-joystick.position.x,joystick.position.y) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.AngleAxis(180 - An,Vector3.up);
 }

The code now won't be executed unless the joystick has some non-trivial deflection.

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