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Question by Pedrolyse · May 15, 2016 at 01:31 PM · quaternion2d rotation

Clockwise rotation using Quaternions for 2D racing game.

Hello, i'm trying to build a 2D racing game where you have to race in a circular track. Your car goes automatically forward based on the rotation on the car. The thing is that the car also goes up a little because its rotation is set to get to an angle of 45° over time and you have to press a key to bring it back down so that it doesn't hit the railings. By doing so you have an up and down movement that you have to control to finish the lap.

I'm using Quaternion.RotateTowards to get a smooth rotation but when i press the key to get down, the car goes counterclowise from the standard 45° to 360° instead of going clockwise and bringing the car down, passing by the angles 100°,200°... I understand this has something to do with Quaternions always using the shortest path but i don't know how to tweak it so that it behaves the way i want.

Can you help me? This is the code i'm using:

 private Rigidbody2D rb;
 public float speedaller, speedretour;
 public float forcehaut, forcebas;
 void Start () 
 {
     rb = GetComponent<Rigidbody2D>();
 }
 

 void FixedUpdate () 
 {


     if (Input.GetButton("Fire1"))
     
     {

         transform.rotation = Quaternion.RotateTowards(transform.rotation,Quaternion.Euler(0,0,-360), speedaller * Time.deltaTime);
         rb.AddForce (transform.right*forcebas);    
     }
     else
     {
 
         transform.rotation = Quaternion.RotateTowards(transform.rotation,Quaternion.Euler(0,0,45 ), speedretour * Time.deltaTime);
         rb.AddForce (transform.right*forcehaut);
          
     }
 
 }
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