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Question by airbagnr1 · Mar 08, 2018 at 04:21 PM · 2drotationquaternion

2D character rotation wrong direction when moving

Hi there, I have seem many questions like this but none seem to help me fix my issue! So when my player moves in a direction, the cone of light that is on him is facing the opposite direction and i cant seem to figure out why? Here is my code:

    if (playerJoyStick.inputDirection != Vector2.zero)
         {
             float angle = Mathf.Atan2(playerJoyStick.inputDirection.y, playerJoyStick.inputDirection.x) * Mathf.Rad2Deg;
             localPlayerInstance.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.forward);
             movement = playerJoyStick.inputDirection;
         }

alt text

In the picture you can see that the joystick is facing up however the cone of light is facing down... Thanks for any help in advance!

2018-03-08-2.png (43.7 kB)
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Answer by gsegers · Mar 08, 2018 at 04:45 PM

Hey airbagnr1,


Perhaps localPlayerInstance.transform.localRotation = Quaternion.AngleAxis(angle + 180f, Vector3.forward); could do the job?

Else try localPlayerInstance.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.back);


If not, take a proper look at how they influence your situation and perhaps that leads you to the solution. Maybe combining both even works, it's a matter of trying out different things with these values.


EDIT: Is there a certain reason why you're not just using Vector2.Angle?


-BelgianWizard, peace

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avatar image airbagnr1 · Mar 08, 2018 at 05:41 PM 0
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Hi gsegers, aye thanks a lot! Your answer gave me a few ideas and managed to fix it! Thanks a lot! However, I do have one question, with Vector2.Angle, is that not just between two game objects the angle is returned? Not sure how using that would have solved this issue? Am i understanding it wrong?

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