God morning! I want to rotate an object smooth 90 degrees in an if statement. I've looked and searched for the solution everywhere but i couldn't find any fitting solution for my needs. This is what i want it to look like:
if (Swipe.Left)
{
Object smooth rotate 90 degrees down //left
}
I hope someone knows how i could do this! I'm thankful for any help :)
EDIT : I've tried this before but it seems like it does not work with if statements:
Quaternion newRotation = Quaternion.AngleAxis(90, Vector3.down);
transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, .03f);
Since your Swipe.Left returns true during only one frame you have to sustain the logic for a longer period. To do that let's enable a flag on swipe and disable the flag when the target rotation is reached.
if (Swipe.Left)
{
swiped = true;
newRotation = Quaternion.AngleAxis(90, Vector3.down);
slerpEase = .03f;
}
if (swiped)
{
transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, slerpEase);
slerpEase *= 0.95f;
if (Mathf.Approximately(1f, Quaternion.Dot(transform.rotation, newRotation)))
swiped = false; // reached the target rotation
}
Also notice that I used a variable named slerpEase to smoothly slow down the rotation as the object rotates over time. You may want to change 0.95f to make it dependent on delta time.
Note that, if you rotate it around two axis, comparing angles will be a bit tricky due to Gimbal lock.
I would use a coroutine for this, with an AnimationCurve to determine the smoothness of the turn. This will let you fine tune the appearance you want just using the inspector, and it allows for nice code re-use if you want different degrees.
[SerializeField] private AnimationCurve swipeRotateAnimationCurve; // configure in inspector
private Coroutine swipeRotateCoroutine = null;
private float swipeRotationDuration = 2f; // duration of rotation in seconds
// ...
if (Swipe.Left)
{
// Cancel any currently running coroutine
if (swipeRotateCoroutine != null)
{
StopCoroutine(swipeRotateCoroutine);
swipeRotateCoroutine = null;
}
swipeRotateCoroutine = StartCoroutine(DoHorizontalSwipeRotate(-90f));
}
else if (Swipe.Right)
{
// Cancel any currently running coroutine
if (swipeRotateCoroutine != null)
{
StopCoroutine(swipeRotateCoroutine);
swipeRotateCoroutine = null;
}
swipeRotateCoroutine = StartCoroutine(DoHorizontalSwipeRotate(90f));
}
// ...
private IEnumerator DoHorizontalSwipeRotate(float degreesRight)
{
float t = 0;
Quaternion startRot = transform.rotation;
// update rotation until
while (t < 1f)
{
// let next frame occur
yield return null;
// update timer
t = Mathf.Min(1f, t + Time.deltaTime/swipeRotationDuration);
// Find how much rotation corresponds to time at t:
float degrees = degreesRight * swipeRotateAnimationCurve.Evaluate(t);
// Apply that amount of rotation to the starting rotation:
transform.rotation = startRot * Quaternion.Euler(0f, degrees, 0f);
}
// allow for next swipe
swipeRotateCoroutine = null;
}
So When it comes to directions in Unity it is not always what we think it should be I've already answered a question related to this here. So in your case to rotate an object clock-wise, you need to use Vector3.forward instead of Vector3.down. This covers defining an axis around witch your object is going to rotate.
Now let's talk about the direction like rotate to right/rotate to left or clockwise/counter Clockwise. When you want to rotate your object clockwise you use -ve(imaginative) angle and when you want to rotate your object counter clockwise you use +ve(positive) angle.
So your code should be as follows to rotate your object clockwise:
Quaternion newRotation = Quaternion.AngleAxis(90, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, 0.03f);
Related
I have a first person rigidbody capsule that rotates so that he will always be upright against the gravity direction. I want to rotate my player to the side so that the player camera will not rotate vertically.
My code is,
void Update() {
FixOrientation();
}
void FixOrientation()
{
if (trans.up != -GetGravityDirection())
{
Quaternion targetRotation = Quaternion.FromToRotation(trans.up, -GetGravityDirection()) * trans.localRotation;
trans.localRotation = Quaternion.RotateTowards(trans.localRotation, targetRotation, 5f);
}
}
The result is,
In the image above, I changed the gravity direction to point to the ceiling.
This code only rotates the player at the global x-axis no matter where he is facing which means when i'm facing global forward or backward, the player will rotate vertically the camera. What I want is for it to rotate on the side(local z axis).
Unity already has a method for exactly that: Transform.Rotate has an overload taking an angle and a rotation axis.
It might look like
// rotation speed in degrees per second
public float RotationSpeed;
void Update()
{
FixOrientation();
}
void FixOrientation()
{
if (transform.up != -GetGravityDirection())
{
// Get the current angle between the up axis and your negative gravity vector
var difference = Vector3.Angle(transform.up, -GetGravityDirection());
// This simply assures you don't overshoot and rotate more than required
// to avoid a back-forward loop
// also use Time.deltaTime for a frame-independent rotation speed
var maxStep = Mathf.Min(difference, RotationSpeed * Time.deltaTime);
// you only want ot rotate around local Z axis
// Space.Self makes sure you use the local axis
transform.Rotate(0, 0, maxStep, Space.Self);
}
}
A Sidenote:
Just in general be careful with the direct comparison of two Vectors
trans.up != -GetGravityDirection()
uses an approximation of 0.00001. In your case that should be fine anyway but for comparing you should rather use
Vector3.Angle(vector1, vector2) > threshold
to define a wider or stronger threshold
I a new here and i try to start working with Unity Engine.
Could somebody explain me, how works Quaternion.Slerp? Because I want to rotate some object in different angles 90, 180 and 270. My code you can see below. Unfortunately when I add 180 degrees, object make crazy things and than put rotation to (0, 180, 180) for this game object. I would like to get (180,0,0)
public float speed = 0.1F;
private float rotation_x;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
rotation_x = transform.rotation.eulerAngles.x;
rotation_x += 180;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.time * speed);
}
Most examples out there including Unity examples from their official website are using Lerp in the wrong way. They didn't even bother to describe how it works in the API documentation. They just starch it in the Update() function and call it a day.
Mathf.Lerp, Vector3.Lerp, and Quaternion.Slerp work by changing from one position/rotation to another with the t value(last parameter) being passed in.That t value is also know as time.
The min of the t value is 0f and the max is 1f.
I will explain this with Mathf.Lerp to make it easier to understand. The Lerp functions are all the-same for both Mathf.Lerp, Vector and Quaternion.
Remember that Lerp takes two values and returns values between them. If we have a value of 1 and 10 and we do Lerp on them:
float x = Mathf.Lerp(1f, 10f, 0f); will return 1.
float x = Mathf.Lerp(1f, 10f, 0.5f); will return 5.5
float x = Mathf.Lerp(1f, 10f, 1f); will return 10
As you can see, the t(0) returns the min of the number passed in, t(1) returns the max value passed in and t(0.5) will return mid point between the min and the max value. You are doing it wrong when you pass any t value that is < 0 or > 1. That code in you Update() function is doing just that. Time.time will increase every second and will be > 1 in a second, so you have problems with that.
It recommended to use Lerp in another function/Coroutine instead of the Updated function.
Note:
Using Lerp has a bad side of it when it comes to rotation. Lerp does not know how to rotate Object with the shortest path. So bear that in mind. For example, you have an Object with 0,0,90 position. Lets say you want to move the rotation from that to 0,0,120 Lerp can sometimes rotate left instead of right to reach that new position which means it take longer to reach that distance.
Let's say we want to make the rotation (0,0,90) from whatever the current rotation is. The code below will change the rotation to 0,0,90 in 3 seconds.
ROTATION OVER TIME:
void Start()
{
Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
StartCoroutine(rotateObject(objectToRotate, rotation2, 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Quaternion currentRot = gameObjectToMove.transform.rotation;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.rotation = Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
INCREMENTAL ANGULAR ROTATION OVER TIME:
And to just rotate the Object to 90 in z axis, the code below is a great example of that. Please understand there is a difference between moving Object to new rotational point and just rotating it.
void Start()
{
StartCoroutine(rotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
All my examples are based on frame-rate of the device. You can use real-time by replacing Time.deltaTime with Time.delta but more calculation is required.
Before anything, you can't add 180 on euler angles like that, and that's mainly what is causing your problem. You'd better use quaternion directly instead, or work on the transform itself.
You can think of a quaternion as an orientation in space. In contrary to what have been said, I do recommend learning how to use them if you can. However, I don't recommend using euler angles at all... as they're suject to different writing conventions, and will fail sometimes. You can look at 'gimbal lock' if you want details about that.
Simply a slerp or lerp (standing for spherical linear interpolation, or linear interpolation respectively) is a way to interpolate (go from one orientation to another, by increasing t from 0 to 1, in a coroutine or anywhere else) between orientation A and B. The difference between the two is that the slerp is giving you the shortest path from A to B.
In the end, when t = 1, lerp(A,B,t) and slerp(A,B,t) will give you B.
In your case, if you want to instantly rotate an object in space to a specific orientation, I suggest you use Quaternion.AngleAxis which is the most forward way to describe mathematically a quaternion.
If you want to add a rotation, say 90° to you actual orientation (without animation between the two), you can do something like this :
transform.rotation *= Quaternion.AngleAxis(axis_of_rotation, angle)
or use transform.rotate (depending on the parameters, it can be a right multiply, or left : local, or world transform).
Programmers' answer is detailling how to animate your transform. But I do suggest you to investigate quaternion themselves, as it will give you global understanding of space transforms.
I a new here and i try to start working with Unity Engine.
Could somebody explain me, how works Quaternion.Slerp? Because I want to rotate some object in different angles 90, 180 and 270. My code you can see below. Unfortunately when I add 180 degrees, object make crazy things and than put rotation to (0, 180, 180) for this game object. I would like to get (180,0,0)
public float speed = 0.1F;
private float rotation_x;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
rotation_x = transform.rotation.eulerAngles.x;
rotation_x += 180;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.time * speed);
}
Most examples out there including Unity examples from their official website are using Lerp in the wrong way. They didn't even bother to describe how it works in the API documentation. They just starch it in the Update() function and call it a day.
Mathf.Lerp, Vector3.Lerp, and Quaternion.Slerp work by changing from one position/rotation to another with the t value(last parameter) being passed in.That t value is also know as time.
The min of the t value is 0f and the max is 1f.
I will explain this with Mathf.Lerp to make it easier to understand. The Lerp functions are all the-same for both Mathf.Lerp, Vector and Quaternion.
Remember that Lerp takes two values and returns values between them. If we have a value of 1 and 10 and we do Lerp on them:
float x = Mathf.Lerp(1f, 10f, 0f); will return 1.
float x = Mathf.Lerp(1f, 10f, 0.5f); will return 5.5
float x = Mathf.Lerp(1f, 10f, 1f); will return 10
As you can see, the t(0) returns the min of the number passed in, t(1) returns the max value passed in and t(0.5) will return mid point between the min and the max value. You are doing it wrong when you pass any t value that is < 0 or > 1. That code in you Update() function is doing just that. Time.time will increase every second and will be > 1 in a second, so you have problems with that.
It recommended to use Lerp in another function/Coroutine instead of the Updated function.
Note:
Using Lerp has a bad side of it when it comes to rotation. Lerp does not know how to rotate Object with the shortest path. So bear that in mind. For example, you have an Object with 0,0,90 position. Lets say you want to move the rotation from that to 0,0,120 Lerp can sometimes rotate left instead of right to reach that new position which means it take longer to reach that distance.
Let's say we want to make the rotation (0,0,90) from whatever the current rotation is. The code below will change the rotation to 0,0,90 in 3 seconds.
ROTATION OVER TIME:
void Start()
{
Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
StartCoroutine(rotateObject(objectToRotate, rotation2, 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Quaternion currentRot = gameObjectToMove.transform.rotation;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.rotation = Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
INCREMENTAL ANGULAR ROTATION OVER TIME:
And to just rotate the Object to 90 in z axis, the code below is a great example of that. Please understand there is a difference between moving Object to new rotational point and just rotating it.
void Start()
{
StartCoroutine(rotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
All my examples are based on frame-rate of the device. You can use real-time by replacing Time.deltaTime with Time.delta but more calculation is required.
Before anything, you can't add 180 on euler angles like that, and that's mainly what is causing your problem. You'd better use quaternion directly instead, or work on the transform itself.
You can think of a quaternion as an orientation in space. In contrary to what have been said, I do recommend learning how to use them if you can. However, I don't recommend using euler angles at all... as they're suject to different writing conventions, and will fail sometimes. You can look at 'gimbal lock' if you want details about that.
Simply a slerp or lerp (standing for spherical linear interpolation, or linear interpolation respectively) is a way to interpolate (go from one orientation to another, by increasing t from 0 to 1, in a coroutine or anywhere else) between orientation A and B. The difference between the two is that the slerp is giving you the shortest path from A to B.
In the end, when t = 1, lerp(A,B,t) and slerp(A,B,t) will give you B.
In your case, if you want to instantly rotate an object in space to a specific orientation, I suggest you use Quaternion.AngleAxis which is the most forward way to describe mathematically a quaternion.
If you want to add a rotation, say 90° to you actual orientation (without animation between the two), you can do something like this :
transform.rotation *= Quaternion.AngleAxis(axis_of_rotation, angle)
or use transform.rotate (depending on the parameters, it can be a right multiply, or left : local, or world transform).
Programmers' answer is detailling how to animate your transform. But I do suggest you to investigate quaternion themselves, as it will give you global understanding of space transforms.
I a new here and i try to start working with Unity Engine.
Could somebody explain me, how works Quaternion.Slerp? Because I want to rotate some object in different angles 90, 180 and 270. My code you can see below. Unfortunately when I add 180 degrees, object make crazy things and than put rotation to (0, 180, 180) for this game object. I would like to get (180,0,0)
public float speed = 0.1F;
private float rotation_x;
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
rotation_x = transform.rotation.eulerAngles.x;
rotation_x += 180;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(rotation_x, transform.eulerAngles.y, transform.eulerAngles.z), Time.time * speed);
}
Most examples out there including Unity examples from their official website are using Lerp in the wrong way. They didn't even bother to describe how it works in the API documentation. They just starch it in the Update() function and call it a day.
Mathf.Lerp, Vector3.Lerp, and Quaternion.Slerp work by changing from one position/rotation to another with the t value(last parameter) being passed in.That t value is also know as time.
The min of the t value is 0f and the max is 1f.
I will explain this with Mathf.Lerp to make it easier to understand. The Lerp functions are all the-same for both Mathf.Lerp, Vector and Quaternion.
Remember that Lerp takes two values and returns values between them. If we have a value of 1 and 10 and we do Lerp on them:
float x = Mathf.Lerp(1f, 10f, 0f); will return 1.
float x = Mathf.Lerp(1f, 10f, 0.5f); will return 5.5
float x = Mathf.Lerp(1f, 10f, 1f); will return 10
As you can see, the t(0) returns the min of the number passed in, t(1) returns the max value passed in and t(0.5) will return mid point between the min and the max value. You are doing it wrong when you pass any t value that is < 0 or > 1. That code in you Update() function is doing just that. Time.time will increase every second and will be > 1 in a second, so you have problems with that.
It recommended to use Lerp in another function/Coroutine instead of the Updated function.
Note:
Using Lerp has a bad side of it when it comes to rotation. Lerp does not know how to rotate Object with the shortest path. So bear that in mind. For example, you have an Object with 0,0,90 position. Lets say you want to move the rotation from that to 0,0,120 Lerp can sometimes rotate left instead of right to reach that new position which means it take longer to reach that distance.
Let's say we want to make the rotation (0,0,90) from whatever the current rotation is. The code below will change the rotation to 0,0,90 in 3 seconds.
ROTATION OVER TIME:
void Start()
{
Quaternion rotation2 = Quaternion.Euler(new Vector3(0, 0, 90));
StartCoroutine(rotateObject(objectToRotate, rotation2, 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Quaternion newRot, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Quaternion currentRot = gameObjectToMove.transform.rotation;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.rotation = Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
INCREMENTAL ANGULAR ROTATION OVER TIME:
And to just rotate the Object to 90 in z axis, the code below is a great example of that. Please understand there is a difference between moving Object to new rotational point and just rotating it.
void Start()
{
StartCoroutine(rotateObject(objectToRotate, new Vector3(0, 0, 90), 3f));
}
bool rotating = false;
public GameObject objectToRotate;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
All my examples are based on frame-rate of the device. You can use real-time by replacing Time.deltaTime with Time.delta but more calculation is required.
Before anything, you can't add 180 on euler angles like that, and that's mainly what is causing your problem. You'd better use quaternion directly instead, or work on the transform itself.
You can think of a quaternion as an orientation in space. In contrary to what have been said, I do recommend learning how to use them if you can. However, I don't recommend using euler angles at all... as they're suject to different writing conventions, and will fail sometimes. You can look at 'gimbal lock' if you want details about that.
Simply a slerp or lerp (standing for spherical linear interpolation, or linear interpolation respectively) is a way to interpolate (go from one orientation to another, by increasing t from 0 to 1, in a coroutine or anywhere else) between orientation A and B. The difference between the two is that the slerp is giving you the shortest path from A to B.
In the end, when t = 1, lerp(A,B,t) and slerp(A,B,t) will give you B.
In your case, if you want to instantly rotate an object in space to a specific orientation, I suggest you use Quaternion.AngleAxis which is the most forward way to describe mathematically a quaternion.
If you want to add a rotation, say 90° to you actual orientation (without animation between the two), you can do something like this :
transform.rotation *= Quaternion.AngleAxis(axis_of_rotation, angle)
or use transform.rotate (depending on the parameters, it can be a right multiply, or left : local, or world transform).
Programmers' answer is detailling how to animate your transform. But I do suggest you to investigate quaternion themselves, as it will give you global understanding of space transforms.
I'm trying to rotate a group of objects 90 degrees in unity, so I set all of the objects to the same parent, then rotated the parent, it rotated just fine but it's too fast that I can't see, how can I slow it down? I tried both of codes below and both are the same :\ this code appears in a function that is called by update when the user presses on a button
float totalRotation = 0;
while (Mathf.Abs(totalRotation) < 90){
totalRotation += Time.deltaTime;
Parent.transform.RotateAround(temp.transform.position, flag*Vector3.right, Time.deltaTime);
}
and this one
Parent.transform.RotateAround(temp.transform.position, flag*Vector3.right, 90f);
thanks in advance!
Use a factor for the angle, something like
Parent.transform.RotateAround(temp.transform.position, flag*Vector3.right, Time.deltaTime * 0.5f);
Based on the while I would guess that you actually don't do this in Update. Either way this will not work since update is one frame. You don't want a while to do anything time related like this. Make your while an if instead. That way the rotation will probably be too slow so make the factor bigger. Currently your rotation is instant.
Edit:
Something like this would work:
public bool isRotating = false;
public float speed = 20.0f;
public Vector3 targetRotation;
void Update()
{
if(isRotating)
{
if(Vector3.Distance(transform.eulerAngles, targetRotation) > 1.0f)
{
transform.Rotate(Vector3.up * Time.deltaTime * speed);
}
else
{
transform.eulerAngles = targetRotation;
isRotating = false;
}
}
}
This would be around y only.
This part of the answer doesn't work. Please see the update
Actually you did it in the wrong way. Movements in Unity should be done slowly through updates, not just once. Like ChristophKn, I suggest using Coroutine.
const float speed = 180;
IEnumerator Rotate () {
float rotated = 0;
while (rotated < 90) {
float rotation = speed*Time.fixedDeltaTime;
rotated += rotation;
Parent.transform.RotateAround(temp.transform.position, flag*Vector3.right, rotation);
//wait for the next fixed update to continue.
yield return new WaitForFixedUpdate ();
}
}
To start rotating, call StartCoroutine(Rotate);
EDIT
I have another idea to do this, not using script but animation:
First, add a rotating animation to your parent objects, which rotates the angle you want.
To rotate the group of objects, set them to that parent like you did in your question, then start the animation.
At the end of the animation (you can call your methods at that point using animation events), call SetParent(null,true) for all your objects in the group. This will remove the parent but keep the world position.
Finally, set your parent's rotation to the original value.
Hope this will help.