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This question was closed Jan 14, 2018 at 12:37 AM by Nobozarb for the following reason:

The question is answered, right answer was accepted

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Question by Nobozarb · Jan 13, 2018 at 10:15 PM · 2drotationeuleranglesmathf2d rotation

Find the difference between the Z rotation of two GameObjects

I have two 2D GameObjects, which I will call A and B. I want to be able to detect if the difference between A.transform.localEulerAngles.z and B.transform.localEulerAngles.z is less than 30 degrees via script. I tried finding the absolute difference between the rotations and using Mathf.DeltaAngle but for some reason those don't appear to work. Should those methods work and I am just implementing them incorrectly? Keep in mind that I want the difference between euler angles and not an axis of a quaternion.

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avatar image Diukrone · Jan 13, 2018 at 11:43 PM 0
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Check my answer! I hope it helps you!

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Answer by Nobozarb · Jan 14, 2018 at 12:37 AM

I figured it out, by using Quaternion.Angle for anyone else who has this problem:

 if (Quaternion.Angle (transform.rotation, B.transform.rotation) < 15) {
   // do stuff!
 }
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Answer by Diukrone · Jan 13, 2018 at 11:42 PM

You can try a pseudo code here:

     Transform positionA;
     Transform positionB;
     
     float anglesNow1;
     float anglesNow2;
     float anglesLimit;
     float anglesSpeed;
     float anglesDesired1;
     float anglesDesired2;
     float anglesCalc;
     
     
     //Checking Angle 1
     if (Input.GetAxis("Horizontal") > 0)
     
     {
        anglesDesired1 += anglesCalc;
     }
     
     if (Input.GetAxis("Horizontal") < 0)
     
     {
        anglesDesired1 -= anglesCalc;
     }
     
     if (Input.GetAxis("Horizontal") == 0) //You can disable this check for fixed positions!
     
     {
        anglesDesired1 = anglesCalc;
     }
     
     
     anglesNow1 = Mathf.SmoothDamp(anglesNow1, anglesDesired1, ref anglesSpeed, anglesLimit);
     
     //Checking Angle 2
     if (Input.GetAxis("Vertical") > 0)
     
     {
        anglesDesired2 += anglesCalc;
     }
     
     if (Input.GetAxis("vertical") < 0)
     
     {
        anglesDesired2 -= anglesCalc;
     }
     
     
     if (Input.GetAxis("vertical") == 0) //You can disable this check for fixed positions!
     
     {
        anglesDesired2 = anglesCalc;
     }
     
     
     anglesNow2 = Mathf.SmoothDamp(anglesNow2, anglesDesired2, ref anglesSpeed, anglesLimit);
     
     
     //Now checking the real angles that inputs are on this moment.
     
     If(anglesNow1 >= 31 && anglesNow2 >= 31) {
      
        Debug.Log("Angles 1 and 2 are not synchronized, but both in high angles");
     }
     
     If(anglesNow1 == 30 && anglesNow2 == 30) {
      
        Debug.Log("Angles 1 and 2 are synchronized, both in the desired angle");
     }
     
     If(anglesNow1 == 30 && anglesNow2 != 30) {
      
        Debug.Log("Angles 1 are synchronized, but angle 2 are not!");
     }
     
     If(anglesNow1 != 30 && anglesNow2 == 30) {
      
        Debug.Log("Angles 2 are synchronized, but angle 1 are not!");
     }
     
     If(anglesNow1 <= 29 && anglesNow2 <= 29) {
      
        Debug.Log("Angles 1 and 2 are not synchronized, but both in low angles");
     }
 

 
 I use SmoothClamp to keep some axis value without to reach till the limit. If i use Lerp i cant control it till reach the maximum angle. When i stop to give input signals, the values will return to zero. You can disable if want fixed positions. Let me know if you fixed your issue! I hope it could helps you! See you, @Nobozarb!
 
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avatar image Nobozarb · Jan 14, 2018 at 12:19 AM 0
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Based on my understanding, this rotates two gameobjects to the same rotation. I wanted to check if two gameobjects were close to the same rotation. Sorry if the wording in my question was confusing.

I have updated my question to make it clearer.

avatar image Diukrone Nobozarb · Jan 14, 2018 at 12:49 AM 0
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No problem my friend! I am happy that you could fix your problem ^^

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