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Question by sinoobkt · Dec 15, 2019 at 08:45 AM · rotationphysicsunity 2dphysics2djoystick

Rotate An Object Toward The Direction The Joystick Is Pressed, can you help me? I am stuck

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

  [RequireComponent(typeof(Rigidbody2D))]
  public class movescript : MonoBehaviour {
  
  public FixedJoystick joystick;
  public float velocity=10f;
  private float h;
  private float v;
 
 private float baseSpeed = 10.0f;
 private float rotateXspeed = 10.0f;
 private float rotateYspeed = 1.5f;
 private Rigidbody2D rb;
 

 
 private void Start()
 {
   
     rb = GetComponent<Rigidbody2D>();
 }




 private void FixedUpdate()
 {

     h = joystick.Horizontal;
     v = joystick.Vertical;
     float angle = Mathf.Atan2(h, v);
     float zRot=  angle * Mathf.Rad2Deg;
     
     rb.velocity = (new Vector3(h*baseSpeed, v*baseSpeed, zRot));
 }

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avatar image sinoobkt · Dec 15, 2019 at 09:24 AM 0
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@Bunny83 @Eric5h5 @aldonaletto @duck @whydoidoit @crazy$$anonymous$$night

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Answer by GanemVisk · Dec 15, 2019 at 04:38 PM

I'm not familiar with 2d, but here is what I see. Velocity is a Vector2, if it is assigned a Vector3, it discards the z-axis. Even if it didn't, the z-axis in velocity is also a direction, not a rotation. If the velocity had a positive z, the object would go away from the screen, as in a tunnel. To rotate one option is to use rb.rotate(zRot) and it will immediately face that direction, which I suppose is the desired effect.

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