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Question by corax · Jul 06, 2012 at 09:51 AM · rotationsincos

Player facing wrong direction

I'm trying to choose a point on a circle and set this point as direction of my actor. Now the actor doens't move toward the right point and rotations faces the wrong direction :|

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class Actor : MonoBehaviour {
  
  public static List Actors = new List();
  
  
  public Color Color;
  public Actor instance;
  public Vector3 Position;
  public Vector3 Direction;
 
  public float Speed;
  
  
  // Use this for initialization
  void Start () {
  
  instance = this;
  Debug.Log(Actors.Count);
  Position = transform.position;
  }
  
  // Update is called once per frame
  void Update () 
  {
  transform.position += Direction * Speed * Time.deltaTime;

Position = transform.position;

  }
  
  public void instantiateActor(Color color)
  {
  Actors.Add(this);
  this.renderer.material.color = color;
  }
  
  //former Draw method
  public void rotation()
  {
  Vector3 target  = new Vector3(Direction.x,0,Direction.y);
  Debug.Log(target);
  transform.LookAt(target);
  }
  
  public static Vector3 GetRandomPosition(int Xmax, int Ymax)
  {
  return new Vector3(Random.Range(-Xmax,Xmax),0,Random.Range(-Ymax,Ymax));
  }
  
  public static Vector3 GetRandomDirection()
  {
  float rotation = Random.Range(0.0f,1.0f) * (Mathf.PI*2);
  return new Vector3(Mathf.Cos(rotation),0,Mathf.Sin(rotation));
  }
  
  public void SetPosition(Vector3 position)
  {
  transform.position = position;
  }
  
  void OnDrawGizmosSelected() 
  {
  Gizmos.color= Color.yellow;
  Gizmos.DrawSphere(new Vector3(Direction.x,0,Direction.y),10);
  }
  
  
  
 }
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Answer by tmdchi · Jul 06, 2012 at 10:09 AM

Make sure the local Z axis of your actor is facing forward.

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avatar image corax · Jul 06, 2012 at 12:00 PM 0
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Z axis is right

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Answer by corax · Jul 06, 2012 at 02:04 PM

fixed:

 public void rotation()
  {
  float rotationAngle = Mathf.Atan2(Direction.x,Direction.z) * Mathf.Rad2Deg;
  transform.rotation = Quaternion.Euler(0,rotationAngle,0);
  
  }

The trick is the radiant to degree conversion :D

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