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Question by Lukamyte · Oct 06, 2015 at 09:14 PM · rotationbugrandomaimingturning

Object Rotating Randomly

So, I've been working on a game for Ludum Dare's October Challenge, and I've encountered a problem. A major mechanic for my game is the ability to jump between planet/asteroids and run along the edges of said asteroids. But for some reason, the player, instead of landing on the part of the asteroid where he is supposed to, he will seemingly randomly teleport to another location on the surface of the planet he lands on.

Here's the code I'm using for the player and planets.

[Edit]: So, apparently the z rotation is automagically being set to 90 whenever the PlayerControl notices that it is centered... Which means it's ignoring AngleDeg in the LookAt sequence...

Meteor.js

 import System.Collections.Generic;
 
 var sprites : Sprite[];
 
 var sprite : GameObject;
 
 var radius : float;
 var rotationSpeed : float;
 
 var player : Transform;
 
 function Start () {
     sprite.GetComponent(SpriteRenderer).sprite = sprites[Random.Range(0, sprites.length)];
     
     player = GameObject.FindWithTag("Player").transform;
 }
 
 function Update () {
     sprite.transform.rotation.eulerAngles.z += rotationSpeed * Time.deltaTime;
 }
 
 function OnTriggerEnter2D (other : Collider2D) {
     if(other.tag == "Player"){
             PlayerControl.spinToFace = false;
             
             var AngleRad : float = Mathf.Atan2(transform.position.y - player.position.y, transform.position.x - player.position.x);
             var AngleDeg : float = (180 / Mathf.PI) * AngleRad;
             player.rotation = Quaternion.Euler(0, 0, AngleDeg + 90);
             
             PlayerControl.centered = true;
             PlayerControl.gravity = transform;
             player.position = transform.position;
             PlayerControl.planetRotation = rotationSpeed;
             PlayerControl.planetRadius = radius;
     }
 }

Player Control.js

 #pragma strict
 
 public static var gravity : Transform;
 var sprite : Transform;
 
 public static var centered : boolean;
 public static var spinToFace : boolean = true;
 var dead : boolean = false;
 
 public static var planetRadius : float;
 public static var planetRotation : float;
 var planetSpeed : float;
 var liftoffSpeed : float;
 
 var physics : Rigidbody2D;
 
 var anim : Animator;
 
 function Start () {
     
 }
 
 function Update () {
     if(!dead){
         if(!centered){
             //floating stuff...
         }else{
             //on planet stuff
                         physics.isKinematic = true;
             
             transform.position = gravity.position;
             transform.rotation.eulerAngles.z += planetRotation * Time.deltaTime;
             
             sprite.transform.localPosition.y = planetRadius;
             sprite.transform.localPosition.x = 0;
             
             if(Input.GetKeyDown(KeyCode.W)){
                 physics.isKinematic = false;
                 
                 transform.Translate(Vector2.up * (planetRadius + 0.1), Space.Self);
                 physics.AddForce(transform.up * liftoffSpeed);
                 
                 spinToFace = true;
                 centered = false;
             }
             
             if(Input.GetKey(KeyCode.A)){
                 transform.rotation.eulerAngles.z += (planetSpeed / planetRadius) * Time.deltaTime;
             }
             
             if(Input.GetKey(KeyCode.D)){
                 transform.rotation.eulerAngles.z -= (planetSpeed / planetRadius) * Time.deltaTime;
             }
         }
     }
 }


Thanks!

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avatar image Lukamyte · Oct 07, 2015 at 02:07 AM -1
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I will say, bump!

avatar image Lukamyte · Oct 07, 2015 at 01:03 PM 0
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Final bump.

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Answer by Lukamyte · Oct 07, 2015 at 05:22 PM

I took out the physics.isKinematic lines, and the rotation was no longer being set to 90 degrees. I believe that I may have been setting isKinematic before rotating the object to face the planet may have caused the player's rotation just to set to 90 degrees as a default, as in the player.rotation = Quaternion.Euler(0, 0, AngleDeg + 90); line.

Now, to set this as the right answer... ;)

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