• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by mcuenez · Dec 22, 2015 at 10:41 AM · unity 5rotation

Cannot rotate over 360 degrees

Hi there,

this is my first time posting here, so I'm not quite sure, if I'm within all the rules of posting, but I sure hope so.

I got into some trouble rotating an object with my mouse. While everything works fine - from receiving input values to sending them to the correct object (which has a script attached that processes those values) - I still got some trouble with the actual rotation.

More detailed: the rotation applies for the different axes (x and y), but while the rotation over the y-axis works as expected, the rotation over the x-axis seems to clamp to the values 90 and 270 (depending on the direction I want to rotate in).

I searched quite a lot for some answers and what I think is related to my problem is this: transformrotate-in-x-axis.

I still got no clue though.

Here's my code so far:

 // The rotation vector that shall be applied
 private Vector3 rotation;
     
 // Rotates the object according to the given value (uses the x-value to rotate over the y-axis)
 void RotateInvestigatableX(float value){
         if (isInteracting) return;
         rotation.y = value;
 }
         
 // Rotates the object according to the given value (uses the y-value to rotate over the x-axis)
 void RotateInvestigatableY(float value){
         if (isInteracting) return;
         rotation.x = value;
 }

Now, this is only for setting the rotation vector, according to the mouse input values. The actual rotation part is this:

 // Update is called once per frame
 void Update(){
     // Rotate the element
     transform.localRotation = Quaternion.Euler (transform.localRotation.eulerAngles + rotation);
 }

I also tried using transform.Rotate among a few other things, but those did not work either. Actually the current code is the closest I got to the desired result.

May I ask you guys for some help here? I'd really appreciate it.

Cheers.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by mcuenez · Jan 25, 2016 at 02:06 PM

So, I finally found some time to have a closer look into this problem. After some more researching I found the solution here: Quaternions and Euler Rotations in Unity.

I don't know how I managed to overlook that... anyways, in case someone has the same problem, what I did to solve it was:

I created a new Vector stored the values in there and set the rotation using that vector. That's it. The new code looks like this:

 // The rotation vector
 private Vector3 targetRotation;
 
 // Rotates the object according to the given value (uses the x-value to rotate over the y-axis)
 void RotateInvestigatableX(float value){
     if (isInteracting) return;
     targetRotation.y += value;
 }
 
 // Rotates the object according to the given value (uses the y-value to rotate over the x-axis)
 void RotateInvestigatableY(float value){
     if (isInteracting) return;
     targetRotation.x += value;
 }
 
 // Rotate the element
 transform.localRotation = Quaternion.Euler (targetRotation);

Works like a charm.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

42 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Drag - Rotate 0 Answers

it is possible to rotate a texture ? 0 Answers

have enemy try to get in front of player and push them back help 0 Answers

i am trying to rotate my gameobject about x axis and at the same time i am trying to clamp its rotation to some fixed upper and lower limits but i am getting some real wierd output. ? 0 Answers

Flip Rotation of transform when it bounces off a wall 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges