Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bluesubstance2 · Dec 18, 2016 at 11:30 AM · rotationcoroutineslerpquaternionseuler

Issue with Slerping

Hi there, I'm currently facing a pretty unfortunate issue. This here is my script to rotate an object up and down once again (a weapon recoil type effect) The whole thing does work, but the effects are only visible for 1-2 frames, which is not what I actually had in mind. Is there a way to make this rotation process last around one second?

 public void WeaponKick (){
     float kick = 2.0f;
     kick = Random.Range(recoil * 1.5f, recoil * 2.0f);

     kickRotation = Quaternion.Euler(item.transform.rotation.eulerAngles - new Vector3(0.0f, 0.0f, kick));
     item.transform.rotation = Quaternion.Slerp(item.transform.rotation, kickRotation, 0.7f);

 }

Thanks for any help, I'm pretty much lost here... :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by ProtoTerminator · Dec 18, 2016 at 03:21 PM

Do it in a coroutine:

 public void WeaponKick()
 {
     float kick = 2.0f;
     kick = Random.Range(recoil * 1.5f, recoil * 2.0f);
     kickRotation = Quaternion.Euler(item.transform.localEulerAngles - new Vector3(0.0f, 0.0f, kick));
     StartCoroutine(Recoil(item.transform, kickRotation, 0.5f));
 }
 
 IEnumerator Recoil(Transform trn, Vector3 kickRotation, float time)
 {
     Vector3 start = trn.localEulerAngles; // or use trn.eulerAngles for global rotation
     float curTime = 0;
     // send to kickRotation
     while (curTime < 1)
     {
         curTime += (Time.deltaTime / time) * 2;
         trn.localRotation = Quaternion.Slerp(trn.localRotation, Quaternion.Euler(kickRotation), curTime); // use trn.rotation for global rotation
         yield return null; // wait until next frame
     }
     curTime = 0;
     // send back to start rotation
     while (curTime < 1)
     {
         curTime += (Time.deltaTime / time) * 2;
         trn.localRotation = Quaternion.Slerp(Quaternion.Euler(kickRotation), trn.localRotation, curTime); // use trn.rotation for global rotation
         yield return null; // wait until next frame
     }
     trn.localEulerAngles = start;
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

6 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Issue With Rotation on Key Press 1 Answer

Need help with storing Rotation in a Quaternion 1 Answer

Trouble Spawning Bullets with proper rotation 0 Answers

How can I use lerp to rotate an object multiple times? 2 Answers

Quaternion.Euler and Quaternion.Slerp problem when using *= Add!! 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges