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Question by zero3growlithe · Jun 09, 2012 at 03:41 PM · euleranglesnan

Local Euler Angles problems.

I have a simple script where my ship is supposed to align itself smoothly to be parallel to track's surface and my problem is this error:

 transform.localEulerAngles assign attempt for 'Pl_Carpet' is not valid. Input localEulerAngles is { NaN, 0.000000, -0.000000 }.
 UnityEngine.Transform:set_localEulerAngles(Vector3)
 FullShipController:ShipTurning() (at Assets/Scripts/Ship Controls/FullShipController.js:155)
 FullShipController:Update() (at Assets/Scripts/Ship Controls/FullShipController.js:85)

I totally don't have idea why is this happening, tried many things but just keeps happening... someone knows why is this happening?

Here's my code: ('var AxisRotation' is a float)

 function ShipTurning (){
     var HorizAxisInput = Input.GetAxis("Horizontal");
     var AxisRotation = PlayerShipAxis.GetComponent("ShipAxis").ShipRotation;
     if (ShipOnMagStrip == true){transform.Rotate(0, HorizAxisInput * ShipHandling * Time.deltaTime, 0);}
     else {transform.Rotate(0, HorizAxisInput * ShipHandling * Time.deltaTime, 0, Space.World);}
     var CurrentAngle = transform.localEulerAngles;
     HorizBankVar = Mathf.Lerp(HorizBankVar, HorizAxisInput, Time.deltaTime * 2);
     if (ShipOnMagStrip == false && PerformBarrelRoll == false){
         CurrentAngle.z = -HorizBankVar * 50;
         CurrentAngle.x = (((AxisRotation / -AxisRotation) * (CurrentAngle.x - AxisRotation))) * Time.deltaTime;
         transform.localEulerAngles = CurrentAngle; (error message points here)
     }
 }
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avatar image Owen-Reynolds · Jun 09, 2012 at 04:00 PM 0
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FYI the docs mention that setting EulerAngles.xyz is inherently unreliable, and suggest building all at once with Quaternion.Euler(x,y,z);

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Answer by Winterblood · Jun 09, 2012 at 03:51 PM

NaN (Not a Number) is usually caused by a division by zero. In this case,

 (AxisRotation / -AxisRotation)

...will always resolve to -1, unless AxisRotation is zero, then you'll get NaN. What is that intended to do?

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avatar image aldonaletto · Jun 09, 2012 at 03:59 PM 1
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@winterblood is right: this will always return -1, or NaN if AxisRotation is zero. If the idea is to get the AxisRotation signal, use $$anonymous$$athf.Sign(AxisRotation) - this returns 1 or -1, according to the argument signal.

avatar image zero3growlithe · Jun 09, 2012 at 04:04 PM 0
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"What is that intended to do?" This what aldonaletto said :) Thanks guys!

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