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Question by Crooked97 · Jan 19, 2017 at 07:56 PM · rotation2d-physicsanglesangularvelocity

When rotating 2D sprite towards cursor via angularVelocity, it spins at one point

Intro

I've created a spaceship sprite in my Unity project, I wanted it to rotate towards the cursor via angular velocity, because I'd like make my game to be heavily physics based.

Problem

Now my problem with rotating the sprite via by angular velocity is the following:

At -180° / 180° rotation my ship spins around, because while my mouse's angle is already 180°, while my ship's rotation is still -180°, or the other way around.

I tried

I tried to solve it mathematically, wasn't too successful, I could make it spin the right way just much slower/faster, I could fix the 180/-180 point, but made two different ones instead.

Looked for different solutions, but couldn't find a more fitting one.

Code

So I have this code for the rotation:

 // Use this for initialization
 void Start () {
     rb = gameObject.GetComponent<Rigidbody2D>();
 }
 
 // Update is called once per frame
 void Update () {
     //getting mouse position in world units
     mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
 
     //getting the angle of the ship -> cursor vector
     angle = Mathf.Atan2(mousePos.y - transform.position.y, mousePos.x - transform.position.x) * Mathf.Rad2Deg;
 
     //getting the angle between the ship -> cursor and the rigidbody.rotation vector
     diffAngle = angle - (rb.rotation + 90);
 
     //Increasing angular velocity scaling with the diffAngle
     rb.angularVelocity = diffAngle * Time.deltaTime * PlayerShipStats.Instance.speed * 100f;
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Answer by Crooked97 · Jan 20, 2017 at 12:32 PM

Inserting this code made it work:

 if(diffAngle > 180) {
         diffAngle -= 360;
     } else if (diffAngle < -180) {
         diffAngle += 360;
     }
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