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Question by Vuzok · Jun 22, 2016 at 03:58 PM · rotationspeedfloatcar gamespeedometer

C# Min/Max Rotation based on Float?

I am trying to work on a non GUI speedometer. I have my speed float set up and am trying to work out how to get the needle of the dial to rotate from a minimum angle to a maximum angle depending on the value of the speed float. Any help would be much appreciated!

 using UnityEngine;
 using System.Collections;
 
 public class Speedos : MonoBehaviour {
 
     //My speedometer needles.
     public GameObject RPMSpeedo;
     public GameObject MPHSpeedo;
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
         //Speed float value.
         GameObject sedan = GameObject.Find("Sedan");
         RCCCarControllerV2 sedanScript = sedan.GetComponent<RCCCarControllerV2>();
         sedanScript.speed -= 0f;
 
     }
 }
 
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avatar image Vuzok · Jun 22, 2016 at 04:16 PM 0
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I can't even seem to find a way of rotating a separate gameobject using C#?

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Answer by Mindmapfreak · Jun 23, 2016 at 07:06 PM

Something like this should work:

 float angle = Mathf.Clamp((speed-MIN_SPEED)/MAX_SPEED*(MAX_ANGLE-MIN_ANGLE)+MIN_ANGLE, MIN_ANGLE,MAX_ANGLE);
 NeedleObject.transform.localRotation = Quaternion.AngleAxis(angle, NeedleObject.transform.forward);

Maybe you have to use transform.up or transform.right instead of transform.forward, depending on the orientation of your gameobject.

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avatar image Vuzok · Jun 28, 2016 at 09:54 AM 0
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That worked! Thank you for taking the time to help me!

avatar image Vuzok Vuzok · Jun 28, 2016 at 10:46 AM 0
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Hmm could I get you to explain to me why each part of the code is there? I understand what its apart from the Quaternion part but I don't really understand why so I can't figure out what I need to change to get it to work. I've tried changing the transform direction like you said and have tried almost every single combination of min and max angles.

 using UnityEngine;
 using System.Collections;
 
 public class Speedos : MonoBehaviour {
 
     public GameObject RPMSpeedo;
     public GameObject KMHSpeedo;
 
     private int maxangleKMH;
     private int minangleKMH;
 
     public float angle;
 
     // Use this for initialization
     void Start () {
         maxangleKMH = 210;
         minangleKMH = 0;
     }
     
 
     // Update is called once per frame
     void Update () {
     
         GameObject sedan = GameObject.Find("Sedan");
         RCCCarControllerV2 sedanScript = sedan.GetComponent<RCCCarControllerV2>();
 
         angle = Mathf.Clamp(sedanScript.speed / sedanScript.maxspeed * (maxangleKMH - minangleKMH) + minangleKMH, minangleKMH, maxangleKMH);
         KMHSpeedo.transform.localRotation = Quaternion.AngleAxis(angle, KMHSpeedo.transform.up);
 
     }
 
 
 
 }
 
 
avatar image Vuzok Vuzok · Jun 28, 2016 at 10:48 AM 0
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I should say that it worked for a moment at the start but the gameobject was being made horizontal, I couldn't get the needle of the speedometer to start at 0 and when the speed of the car reached a certain speed the needle flipped out and span around the place.

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