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Question by kernel_mode · Oct 17, 2011 at 07:56 PM · physicsrigidbodyquaternionforcevector

Direction of rotation and ApplyForce

Hello, I am trying to write a function which will create a visual vector on a rigidbody. Then this vector can be rotated with mouse. When vecotr rotation is finished a force is added to that rigidbody. My code is not working and I'd like to hear tips and suggestions. Thanks in advance for your answers.

 var arrowPrefab : GameObject;
 var speed : int;
 var forceMultiplyer : float;
 
 private var arrowInstance : GameObject;
 
 function Update () {
     if (Input.GetMouseButton(1)) {
         if (arrowInstance == null) {
             arrowInstance = Instantiate(arrowPrefab, transform.position, Quaternion.identity);
         }
         else {
             if (Input.GetMouseButton(0)) {
                 arrowInstance.transform.Rotate(0, 0, Input.GetAxis("Mouse Y") * Time.deltaTime * speed);
             }
             else {
                 arrowInstance.transform.Rotate(Vector3(Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0) * Time.deltaTime * speed);
             }
         }
     }
     
     if (Input.GetMouseButtonUp(1)) {
         if (arrowInstance != null) {        
             var forceVector : Vector3 = new Vector3(forceMultiplyer,
                                                     forceMultiplyer,
                                                     forceMultiplyer);
                                     
             rigidbody.AddForce(arrowInstance.transform.rotation * forceVector);
             Destroy(arrowInstance);
         }
     }
 }
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Answer by aldonaletto · Oct 18, 2011 at 01:05 AM

If your problem is the force direction (forceVector is pointing to the middle of the 3 axes), you can use arrowInstance.transform.forward:

    if (Input.GetMouseButtonUp(1)) {
       if (arrowInstance != null) {   
         rigidbody.AddForce(arrowInstance.transform.forward * forceMultiplyer);
         Destroy(arrowInstance);
       }
    }
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avatar image kernel_mode · Oct 18, 2011 at 07:14 PM 0
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Yes, the problem is the force direction. If I use your code the force is applied wrong. I want the force vector direction to be the same with my arrowInstance direction. As I said before, arrowInstance can be rotated in 3 axes. Thanks.

avatar image aldonaletto · Oct 18, 2011 at 07:44 PM 0
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And to which direction the arrow model tip is pointing to? Z, Y or X? I assumed the model tip points to Z, and thus used transform.forward. If the model tip points to Y, you must use transform.up; if points to X, transform.right. Notice that I'm talking about the arrow model: when you drag it to the scene, it comes with null rotation, and you can see to which axis the arrow tip initially points.

avatar image kernel_mode · Oct 19, 2011 at 05:43 PM 0
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Oh, thanks. It was transform.up.

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