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Question by jec4568 · Apr 25, 2020 at 09:37 PM · rotation axis

when I come out of a turn Slerp does not always straighten my aircraft out

I'm writing a Star Fox type of game in 3d. I'm trying to get the aircraft to return to 0 rotation after a turn. I'm new to Unity and game programming. I am a very seasoned c# developer. What seems to happen is the aircraft returns back to 0 most of the time but then at some point the rotation will not return to 0. I'm attaching pictures to show the problem. (Please read picture descriptions).

alt text

normal-after-lerp.png (25.6 kB)
problem-didnt-return-to-0-after-bank.png (25.1 kB)
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Answer by jec4568 · Apr 25, 2020 at 09:49 PM

Here are a few more picturesalt text


normal.png (24.7 kB)
turning-left-example.png (13.1 kB)
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avatar image jec4568 · Apr 27, 2020 at 12:16 PM 0
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I Answered my own question on this based on someone else post and a little bit of playing.

private void HandleBank() { if (!BankClearing) { this.transform.rotation = Quaternion.Euler(90, 0, 0); //Gets reset every clock cycle if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow)) { RightArrowDown = Input.GetKey(KeyCode.RightArrow); //This is important for clearing the bank

             CurrentBankAngle = CurrentBankAngle + SpeedOfBank * Time.deltaTime; // you are increasing the bank by a number each cycle while the arrow is held down
             if (CurrentBankAngle > $$anonymous$$axBankAngle)
             {
                 CurrentBankAngle = $$anonymous$$axBankAngle; // you got to the maximum bank. Don't let it go any higher
             }

             transform.Rotate(Vector3.up * (Input.GetKey(KeyCode.LeftArrow) ? CurrentBankAngle : -CurrentBankAngle),Space.Self); //Rotate based on which arrow you have down
         }
         if (Input.GetKeyUp(KeyCode.LeftArrow) || Input.GetKeyUp(KeyCode.RightArrow))
         {
             BankClearing = true; //If you let the key up put it in clearing bank mode so it hits the else below
         }
     }
     else
     {
         this.transform.rotation = Quaternion.Euler(90, 0, 0); //Grab the level bank
         if (CurrentBankAngle > 0)
         {
             CurrentBankAngle = CurrentBankAngle - ReturnFromBankSpeed * Time.deltaTime; //Decrease the bank
             transform.Rotate(Vector3.up * (RightArrowDown ? -CurrentBankAngle : CurrentBankAngle),Space.Self); //add the decreased bank to the level angle
         }
         else
         {
             // you are less than or equal to 0 on the rotation. Set the bank to 0
             RightArrowDown = false;
             CurrentBankAngle = 0.0F;
             BankClearing = false;
             this.transform.rotation = Quaternion.Euler(90, 0, 0);
         }     
     }
    
 }

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