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Question by Ictcmn · Oct 08, 2020 at 03:02 PM · rotationmovementangle

Rotation and Turn Giving Odd Angle

I have a helicopter player object - I want to make it so that when it moves forward the gameobject tilts forward - and back for backwards. The following is a snippet for how I have done this in the forward direction:

             //If positive movement - forwards
             float turn = 1 * 100 * Time.deltaTime;
             Quaternion turnRotation = Quaternion.Euler(turn, 0f, 0f);
             // Apply this rotation to the rigidbody's rotation.
            m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);

This works and tilts the helicopter forwards for movement - however - when I turn the object it tilts it at an odd angle. I am wondering if it is to do with the object's centre mass or setting a pivot point for turn/rotation to be around? The following shows the Turn function:

 private void Turn()
 {
     // Determine the number of degrees to be turned based on the input, speed and time between frames.
     float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
     // Make this into a rotation in the y axis.
     Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
     // Apply this rotation to the rigidbody's rotation.
     m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
 }

And this is the issue at hand - normal pitch forward with movement: alt text And now I add a turn: alt text I guess it's kept the rotation in relation to X in the world's coords rather than X for the object? Weirdly when I print the objects angle it seems to still see a tilt forwards as being relative to the direction of the object.

Random bonus Q: If anyone can tell me an easy way to do addition/subtration with a 360 loop I'd love to know! Ie - forwards more than 360 is not >360 - it's now 5.

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