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Question by drorriov · Jan 22, 2018 at 10:37 AM · c#unity 2d

How do I Detect if an object has made a full rotation and gradually change its color

Hello,

Has topic suggests I need to detect full rotation of an object. While doing this i want that the color of the object will change from white (starts rotation at 0 degrees) to to green (at full rotation, return back to starting position)

For change color i am usings Lerp:

  LetterText.color = Color.Lerp(Color.white, Color.green, Mathf.Abs(currentLetterGameObject.transform.rotation.z));

Which only works half way since it's goes from 0 to 1 (180 degree) and 1 to 0 (other 180 degree)

Object is rotated inside Update() function.

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Answer by Lairinus · Jan 23, 2018 at 02:18 AM

You want transform.eulerAngles, not transform.rotation


https://docs.unity3d.com/ScriptReference/Transform-eulerAngles.html https://docs.unity3d.com/ScriptReference/Transform-rotation.html


Transform.rotation is the Quaternion representation of the object's rotation, and Z is a number between 0 and 1 and does not correspond to the actual 360 rotation (by itself). What you want to use is transform.eulerAngles.


The final code is as follows (notice the division):

 LetterText.color = Color.Lerp(Color.white, Color.green, Mathf.Abs(currentLetterGameObject.transform.eulerAngles.z / 360));



For what it's worth, you were close :)

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avatar image drorriov · Jan 23, 2018 at 06:32 AM 0
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Working! thanks. Note that to change color correctly for the opposite rotation side we need to do subtraction of 1

 Mathf.Abs(currentLetterGameObject.transform.eulerAngles.z / 360-1)

avatar image drorriov · Jan 26, 2018 at 04:22 PM 0
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One issue i encounter with this, is that if i want to start detecting full circle rotation from a specific point. like Start at angle 60.. and target is 60 again.. issue that when moving over the angel 0, it reset the color back to white... Even when doing the following:

  LetterText.color = Color.Lerp(Color.white, Color.green, (Mathf.Abs(currentLetterGameObject.transform.eulerAngles.z) - Mathf.Abs(startRotationAngle)) / 360);

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