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Question Rotate an Square via Script after Checking which side has the highest number

Discussion in '2D' started by smokk83, Jan 21, 2023.

  1. smokk83

    smokk83

    Joined:
    Dec 4, 2019
    Posts:
    3
    Hi Pros,

    i have a question about rotation a square in unity. The sides of the square got different numbers , first i check which number is the highest, then i want that the square is facing this side to a target.

    No problems to check for highest number even no prob to rotate the gameobject, but the square always just rotate the bottom side to the enemy...

    Any suggestion how to do this correctly?

    Here a picture what i need:



    Thanks in advance
    Greetz Smokk
     
  2. Olmi

    Olmi

    Joined:
    Nov 29, 2012
    Posts:
    1,553
  3. smokk83

    smokk83

    Joined:
    Dec 4, 2019
    Posts:
    3
    Hi,

    cant see how your comment should help me? The problem in the linked topic is way different from mine. I have no problem to "face" my cube to the target, my problem is that i want 4 different sides to face tthe target, depends on the number they have. ?
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,965
    Sounds like you have a bug! Here's how to begin debugging your setup (or ANY setup for that matter):

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  5. smokk83

    smokk83

    Joined:
    Dec 4, 2019
    Posts:
    3
    Hmm sorry but i dont think i have an bug i think i have a knot in my brain ;) cant figure out how to say that the cube should face a choosen site to the enemy.

    With Quaternium.LookRotation the cube just rotates to the object but i cant figure out how to tell him which side he should face to the target...

    Code (CSharp):
    1.  private void RotateStrongestSideToEnemy()
    2.     {
    3.      
    4.         if(rightStrongest && activeTarget != null)
    5.         {
    6.            
    7.             Vector3 direction = ((activeTarget.transform.position - einheitenKreis.transform.position) ).normalized;
    8.             Quaternion rotation = Quaternion.LookRotation(Vector3.forward,direction );
    9.             einheitenKreis.transform.rotation = Quaternion.Slerp(einheitenKreis.transform.rotation, rotation, ratoationSpeed * Time.deltaTime);
    10.         }
    11.         else if (leftStrongest && activeTarget != null)
    12.         {
    13.  
    14.             Vector3 direction = ((activeTarget.transform.position - einheitenKreis.transform.position) ).normalized;
    15.             Quaternion rotation = Quaternion.LookRotation(Vector3.forward, direction );
    16.             Quaternion rotationOffSet = Quaternion.Euler(40, 40, 40);
    17.             einheitenKreis.transform.rotation = Quaternion.Slerp(einheitenKreis.transform.rotation, rotation , ratoationSpeed * Time.deltaTime);
    18.         }
    19.         else if (upStrongest && activeTarget != null) // Standart
    20.         {
    21.             Vector3 direction = (activeTarget.transform.position - einheitenKreis.transform.position).normalized;
    22.             Quaternion rotation = Quaternion.LookRotation(Vector3.forward, direction);
    23.             einheitenKreis.transform.rotation = Quaternion.Slerp(einheitenKreis.transform.rotation, rotation , ratoationSpeed * Time.deltaTime);
    24.         }
    25.         else if (downStrongest && activeTarget != null)
    26.         {
    27.          
    28.             Vector3 direction = (activeTarget.transform.position - einheitenKreis.transform.position).normalized;
    29.             Quaternion rotation = Quaternion.LookRotation(Vector3.forward, direction*-1);
    30.             einheitenKreis.transform.rotation = Quaternion.Slerp(einheitenKreis.transform.rotation, rotation, ratoationSpeed * Time.deltaTime);
    31.         }
    32.     }
    this works if up or down are the strongest sides but cant get any idea what i should do if the left or right site has the strongest number?