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Question by milint33w · Sep 04, 2012 at 10:17 PM · rotationeulerangles

How to prevent transform.Rotate from oddly flipping other axis...

I am having a really weird issue with an extremely simple thing.

` if (Input.GetKey(KeyCode.D)) { rocket.transform.Rotate(30 * Time.deltaTime,0,0); } `

When I run this it turns my rocket just fine, however, as I turn, when I reach 90 degrees it suddently and for no appearant reason flips z and y to 180 degrees as indicated by the inspector and evident by the output of eulerAngles. Why does it do this and how can I stop it?

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Answer by Eric5h5 · Sep 04, 2012 at 10:26 PM

You can't stop it; that's a side effect of Unity storing rotations as quaternions. There's more than one valid way to represent a quaternion as euler angles. This isn't an error or anything; everything still works as expected. For example, (0, 0, 0) is the exact same rotation as (180, 180, 180).

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avatar image milint33w · Sep 04, 2012 at 10:34 PM 0
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So what is the best way to get a useful angle value to use in $$anonymous$$athf.Sin then? I made a script that makes an rocket move in a direction determined by the angle of the rocket and the total thrust.

The problem appears when I go below horizontal, like trying to crash the rocket into the ground. Ins$$anonymous$$d of crashing it flies up because the object got flipped.

I am using sin and cos to determine what portion of the thrust is in what direction and eulerAngles to give it that angle, but that angle is wrong for anything below horizontal.

avatar image Eric5h5 · Sep 04, 2012 at 10:43 PM 0
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Wouldn't you just use the physics engine?

avatar image milint33w · Sep 05, 2012 at 05:05 AM 0
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No. I'm writing my own.

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