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Question by ihearcolors · Dec 19, 2019 at 12:44 AM · anglesangularvelocity

Rotate a 2d object based on velocity

Hello everyone I am pretty new to using unity and making games,

I am creating a worms type game and I have an object being shot based on the arrow angle.

alt text

Once the object is shot I want it to be rotated to look real as if the tip of the object is going down first. How could I go about doing this? I tried using this code once the object's Y velocity was going negative.

 public class AirStrike : MonoBehaviour
 {
     public float spellSpeed = 8f;
     public Vector3 targetAngle = new Vector3(0, 0, -121);
 
     private Vector3 currentAngle;
     // Start is called before the first frame update
     void Start()
     {
         currentAngle = transform.eulerAngles;
     }
 
     // Update is called once per frame
     void Update()
     {
         Debug.Log(GetComponent<Rigidbody2D>().velocity.y);
         if (GetComponent<Rigidbody2D>().velocity.y <= 0)
         {
             currentAngle = new Vector3(
                 Mathf.LerpAngle(currentAngle.x, targetAngle.x, Time.deltaTime),  
                 Mathf.LerpAngle(currentAngle.y, targetAngle.y, Time.deltaTime),  
                 Mathf.LerpAngle(currentAngle.z, targetAngle.z, Time.deltaTime)
             );
             transform.eulerAngles = currentAngle;
         }
     }
 
 }

Thanks for your help in advance :)

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Answer by tashfiq103 · Dec 19, 2019 at 12:57 AM

Try to use "Rigidbody.AddTorque()" . It might solve the problem :)

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avatar image ihearcolors · Dec 19, 2019 at 02:17 AM 0
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This worked perfectly, thank you so much!

avatar image tashfiq103 ihearcolors · Dec 20, 2019 at 05:02 PM 0
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Anytime :D

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