• 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
0
Question by Yonlop · May 06, 2012 at 11:06 AM · rotationquaternionslerplookeuler

Quaternion.Slerp and Quaternion.Euler problem

Greetings.

I am making a script that uses Quaternion.Slerp command. It works, but I need to constrain the x and z-axis rotation so that only y-axis rotates. I've tried this with Quaternion.Euler but it didn't work. Here is a snippet of my script.

 private var speed = 5;
     var newRotation = Quaternion.LookRotation(targetObj.position - head.transform.position);
     
     head.transform.rotation = Quaternion.Slerp(head.transform.rotation, Quaternion.Euler(0,newRotation.y,0), Time.deltaTime * speed);

Thank you in advance.

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
0

Answer by Yonlop · May 06, 2012 at 11:47 AM

Okay nevermind. I got it. Just specified the x and z initially and it works.

 var newRotation = Quaternion.LookRotation(targetObj.position - head.transform.position);
 newRotation.x = 0;
 newRotation.z = 0;
 
     head.transform.rotation = Quaternion.Slerp(head.transform.rotation, newRotation, Time.deltaTime * speed);

I'm just wondering if there is an overall implication to how the object react to other scripts, but it looks okay for now.

Comment
Add comment · 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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Quaternion.Slerp problem... 1 Answer

How can I use lerp to rotate an object multiple times? 2 Answers

Quaternion.Euler and Quaternion.Slerp problem when using *= Add!! 0 Answers

LookRotation Vector3 is Zero, Yet Slerp Still Rotates? 2 Answers

Lerp 180 degrees while holding B and lerp back 180 degrees when let go of B. 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges