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Question Rotating Specific Amount In The Correct Direction on Key Press

Discussion in 'Scripting' started by DoubleUU, Mar 5, 2023.

  1. DoubleUU

    DoubleUU

    Joined:
    Dec 29, 2018
    Posts:
    33
    So I've been trying to figure this out most of the day. I've searched a ton of forum posts and read several tutorials but none of the techniques I've tried works the way I'd like.

    I have a 3D sidescrolling style game. I would like to have the player object rotate based on a key press from facing left (Y = 0) to facing right (Y = 180). When going from 0 to 180 it should rotate clockwise and when going from 180 to 0, counterclockwise.

    That last bit is where I keep getting stuck. All solutions I've tried with Mathf and MoveTowardsAngle, LerpAngle, etc., always rotate clockwise. I have not been able to find any example code rotating an object both ways a specific amount and stopping.

    Any help or points to articles would be greatly appreciated. Feeling pretty stuck and out of terms to Google.
     
  2. DoubleUU

    DoubleUU

    Joined:
    Dec 29, 2018
    Posts:
    33
    Solved my own problem, I think. ;)

    Just needed to NOT use the angle versions of those. This is what I ended up with, just in case someone else might find it useful.
    Code (CSharp):
    1.  
    2. if (rotating) {
    3.  
    4.     float nextAngleY = Mathf.MoveTowards(transform.eulerAngles.y, targetAngleY, rotationSpeed * Time.deltaTime);
    5.     transform.eulerAngles = new Vector3(transform.eulerAngles.x, nextAngleY, transform.eulerAngles.z);
    6.  
    7.     if (transform.eulerAngles.y == targetAngleY) {
    8.         rotating = false;
    9.     }
    10. }    
     
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    37,150
    You're potentially going to have problems comparing floating point. Here's why:

    Floating (float) point imprecision:

    Never test floating point (float) quantities for equality / inequality. Here's why:

    https://starmanta.gitbooks.io/unitytipsredux/content/floating-point.html

    https://forum.unity.com/threads/debug-log-2000-0f-000-1f-is-200.1153397/#post-7399994

    https://forum.unity.com/threads/why-doesnt-this-code-work.1120498/#post-7208431

    "Think of [floating point] as JPEG of numbers." - orionsyndrome on the Unity3D Forums

    I always use this pattern:

    Smoothing movement between any two particular values:

    https://forum.unity.com/threads/beginner-need-help-with-smoothdamp.988959/#post-6430100

    You have currentQuantity and desiredQuantity.
    - only set desiredQuantity
    - the code always moves currentQuantity towards desiredQuantity
    - read currentQuantity for the smoothed value

    Works for floats, Vectors, Colors, Quaternions, anything continuous or lerp-able.

    The code: https://gist.github.com/kurtdekker/fb3c33ec6911a1d9bfcb23e9f62adac4

    You can see an example of it here in this project:



    Specifically here, around line 99 where I set the
    desiredVisualsFacing
    based on facing:

    https://github.com/kurtdekker/proxi...ons/Assets/Demo25DMovement/Level2DFollower.cs

    and then line 108 where it lerps towards. I prefer the lerp feel, but you could use MoveTowardsAngle instead.