• 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 /
avatar image
1
Question by vittu1994 · Apr 04, 2017 at 09:40 AM · 2drotationphysicsbouncez-axis

make object rotate towards its direction after bounce

i have a 2D game where i have a object that bounces around walls. The world is in x and y and the rotation that is in question is the z axis. Right now i can shoot out a object and it will face towards the direction its heading. I have physics material that allows it to bounce but i disabled the rotation of the rigidbody since it would spin around like crazy.

I want to "flip" the object on bounce. Check out the provided pictures. T$$anonymous$$s is how the bounce should function logically, but i need to code the rotation when the bounce happens so that the object rotates towards the new direction it is heading. I figured t$$anonymous$$s would be easy to code, i had an original code for t$$anonymous$$s but it wasnt a solution necessarily more a bandaid fix that only worked if the obstacles had either x = 0 or y = 0. With the logic presented in the pictures, how would you suggest i code the object to rotate in the manner in pic 3?

EDIT: Figured the best way to solve t$$anonymous$$s is using Vector3.Reflect and use the reflect on transform.rotation.z, but how would i go about doing t$$anonymous$$s?

alt text

alt text

pic3.png (10.0 kB)
pic1.png (10.4 kB)
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
2
Best Answer

Answer by vittu1994 · Apr 04, 2017 at 10:09 PM

Well i guess ill answer t$$anonymous$$s myself. I managed to solve it and no, Vector3.reflect() is not needed. The key is to track the original direction of the object as a Vector3 w$$anonymous$$le also tracking the new direction in a seperate Vector3 after collision.

     Vector3 newDir = new Vector3(transform.position.x, transform.position.y, 0);
     float newDirValue = Mathf.Atan2(newDir.y - currDir.y, newDir.x - currDir.x);
     float newDirValueDeg = (180 / Mathf.PI) * newDirValue;
     transform.rotation = Quaternion.Euler(0, 0, newDirValueDeg);

T$$anonymous$$s will calculate and set the transform.rotation.z of the object in the new direction its taking. currDir is the name of the Vector3 variable that keeps track of the original direction before collision.

     void FixedUpdate()
     {
         currDir = new Vector3(transform.position.x, transform.position.y, 0);
     }

T$$anonymous$$s part is important considering physic simulations (the bounce material) is called before OnCollisionEnter(). However, OnCollisionEnter() is called wit$$anonymous$$n FixedUpdate(). T$$anonymous$$s allows the values of currDir to be utilized in the collision code before the values of currDir became identical to newDIr.

Comment
Add comment · Show 1 · 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

147 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 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 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 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

2D Geometry dash-like ship physics 0 Answers

Rotate a weapon in a circle around player 1 Answer

[2D] Adding torque to rigidbody to look at point 0 Answers

Physics based rigidbody rotation with a constant force 1 Answer

How can I make an enemy bounce off the wall, but not the player, in Unity 2D? 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