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Hi,
I have a spaceship that rotates on the z axis with a max of 30 degrees when the Horizontal axis is held down to give the effect of roll like an airplane. How can I make my object rotate back to 0 degrees when the Horizontal axis is released? So the object only rotates while the left/right keys are held and then it slowly rotates back to 0 when these keys are let go?
Cheers.
Answer by syclamoth · Sep 17, 2011 at 02:10 AM
How about this- instead of using the Horizontal axis directly, have the Horizontal axis define a "target roll"- this determines how far you want the spaceship to bank. Then in your Update function interpolate between your current roll and the target roll using a function like Mathf.Lerp or Vector3.Lerp. Or, better still, you could weight it so that the interpolation amount changes depending on how much of the axis is pressed- so that if the axis is at full lock it interpolates fast, and if the axis is at zero it interpolates slowly, something like this-
// This is the maximum angle that your ship will rotate to (assign it in editor)
public float maxAngle = 30;
// This is the stored angle that your ship is at
float currentAngle = 0;
void Update()
{
// This makes your angle somewhere between -30 and 30 degrees
float targetAngle = Input.GetAxis("Horizontal") * maxAngle;
// This makes the interpolation faster when the input is pressed down,
// making sure that the value is always positive.
float interpolationSpeed = 1 + (Mathf.Abs(Input.GetAxis("Horizontal") * 10));
// This smoothly sets the current angle based on the input
currentAngle = Mathf.Lerp(currentAngle, targetAngle, interpolationSpeed);
// replace this with however you implement the final value
transform.rotation = Quaternion.Euler(0, 0, currentAngle);
}
Thanks syclamoth! Only problem is that it will only rotate in one direction currently, I need to set the target angle as -30 but I can't figure out how to make this work?
Input.GetAxis("whatever") should return a value between 1 and -1. Have a look at how your axis is set up, and see if there's anything limiting its rotation!
@stuthemoo: Use comments if you need further information. The Answer button is dedicated for actual Answers to the question. If you have another question you should ask a new seperate question. If you need more help with this question use comments or edit your question to improve it.
No, my Horizontal axis is set up fine and works for the movement of the spaceship. When I use log.debug to show the value of targetAngle i am getting negative numbers one way and positive numbers the other. Are you sure theres nothing in the script that could be causing this?
Sorry Bunny83 that was an accident :/
Put Debug.Log lines inbetween every line of code- this way you can find out exactly what is happening everywhere! I don't know why it isn't working properly- unless I had the code right in front of me, I can't work out what the problem is. How are you implementing the final value?
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