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Question by Peeta · Aug 16, 2014 at 02:12 PM · movementcircletrigonometrysincos

simulate a circle move

I wanted to make sure that my item would make a 180 ° turn. I tried something like this but did not come back. You know you help me?

 #pragma strict
  
 var incr : float = 0.1;
 var angle : float = 0.0;
  
  
 function Start () {
  
  
 }
  
 function FixedUpdate () {
  
      while(angle < 180 * 6.28 / 360 ){
  
  
    transform.position = Vector3(30*Mathf.Sin(angle)*Time.deltaTime, 30*Mathf.Cos(angle)*Time.deltaTime,0);
     angle+=0.1;
      
        
         }
  
 }
  
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Answer by robertbu · Aug 16, 2014 at 02:16 PM

You have two problems here. First, Mathf.Sin() takes radians, not degrees. Second is your use of while(). You want do a bit of work each frame, not do multiple moves per frame. Try this:

 #pragma strict

 var incr : float = 0.1;
 var angle : float = 0.0;
 
 function FixedUpdate () {
      if  (angle < 6.28){
            transform.position = Vector3(30*Mathf.Sin(angle)*Time.deltaTime, 30*Mathf.Cos(angle)*Time.deltaTime,0);
         angle+=0.1;
      }
 }
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Answer by Peeta · Aug 16, 2014 at 03:33 PM

In the end the problem was nell'if. I had used the wile. With this code, I got what I wanted. Thanks for your help! :)

 #pragma strict
  
 var incr : float = 0.1;
 var angle : float = 0.0;
  
 function FixedUpdate () {
      if  (angle < 180 * 6.28 / 360){
            transform.position = Vector3(100*Mathf.Sin(angle)*Time.deltaTime, 100*Mathf.Cos(angle)*Time.deltaTime,0);
         angle+=0.1;
      }
 }
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avatar image robertbu · Aug 16, 2014 at 03:36 PM 0
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180 * 6.28 / 360 == $$anonymous$$athf.PI

avatar image Peeta · Aug 17, 2014 at 09:03 AM 0
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I tried to put $$anonymous$$ath.PI but did not work so I put the calculation. It was probably a small bug in the compiler to restart work again

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