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Question by qetinac · Mar 21, 2017 at 01:55 AM · unity 5rotationcuberotation axis

simple 360 degree Cube-rotation around y axis

Hi guys,

My Problem - i want to implement simple 360d. Cube -Rotation around Y-axis when i press the spacebar (so this Cube rotates itself only once when i press the spacebar and then stops) . How can i do this?

Heres my current code:

 void Start () {
 
         mSpeed = 3f;
         RB = GetComponent<Rigidbody>();
 
     }
 
     // Update is called once per frame
     void Update () {
         transform.Translate(mSpeed*Input.GetAxis("Horizontal")*Time.deltaTime,0f,mSpeed*Input.GetAxis("Vertical")*Time.deltaTime);
         //transform.Rotate(Vector3.up, 100 * Time.deltaTime);
 
         if (Input.GetButtonDown ("Jump")) 
         {
             RB.velocity = new Vector3 (0,5,0);
         }
 
     }
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avatar image qetinac · Mar 20, 2017 at 08:08 PM 0
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i want to see one simple 360 rotation of my cube around y axis

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Answer by doVa09 · Mar 22, 2017 at 01:08 AM

Just do this:

 void Update()
 {
  if (Input.GetButtonDown ("Jump")) 
        transform.Rotate(Vector3.up * mSpeed * Time.deltaTime);
 }

And if you want it to rotate while Space is pressed and stops when Space is released then just make

   if (Input.GetButton("Jump"))   
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avatar image Bunny83 · Mar 22, 2017 at 01:45 AM 0
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It makes no sense to use deltaTime in an "xxxDown" event. It's a one time event and nothing continuous. If you use GetButton it of course is required.

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Answer by Spidlee · Mar 22, 2017 at 03:06 AM

Very roughly, maybe this can help you:

 bool isRotAnimPlaying = false;
 float mSpeed = 3f;
 float currRot = 0f;
 const float rotMax = 360f;
 ...
 void Update ()
 {
     // toggle rot anim state
     if(Input.GetButtonDown("Jump"))
     {
         isRotAnimPlaying = !isRotAnimPlaying; 
         // reset rot tracker to allow for new rot animation
         currRot = 0f; 
     }
         
     // play animation
     if(isRotAnimPlaying)
     {
         float step = mSpeed * Time.deltaTime;  
         // rotate object
         transform.Rotate(Vector3.up * step);         
         // increment amount of rotation done
         currRot += step;
         
         // reached rot destination, stop animation
         if(currRot >= rotMax)
         {
             isRotAnimPlaying = false; 
             // reset rot tracker to allow for new rot animation
             currRot = 0f; 
         }
     }
 }
 

It's not precise in terms of 100% stop at 360 degrees, but it should get the desired effect you want.

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