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Question by Asayaki · Mar 05, 2013 at 07:18 PM · flip

Script not obeying?

I got a simple script that says:

 function Update(){
   if(Input.GetButton("Left"){
   transform.rotation.y = 180.0;
   }
    
   if(Input.GetButton("Right"){
   transform.rotation.y = 0.0;
   }
 }

But when I go into the game and tried it out, the gameobject just flip between 0 and 270. Any idea why?

P.S. I'm not intending to make the object rotate, just flip about.

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Answer by robertbu · Mar 05, 2013 at 07:30 PM

'rotation is a Quaternion, and unless you know what you are doing, it is not advised to to directly manipulate Quaternions. You can modify transform.eulerAngles, but the script reference says:

Do not set one of the eulerAngles axis separately (eg. eulerAngles.x = 10; )

So to get the behavior you want, you can start with your own Vector3 set to (0,0,0), modify it and assign it:

 if(Input.GetButton("Left"){
   myVector.y = 180.0;
   transform.eulerAngles = myVector3;
   }

or you can use a relative rotation such as transform.Rotate(Vector3(0,-90,0));

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avatar image Asayaki · Mar 05, 2013 at 07:42 PM 0
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Oh okay. Still kinda new in Unity. Thanks! That helped.

avatar image robertbu · Mar 05, 2013 at 08:32 PM 0
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Answer by SP0KK0 · Mar 05, 2013 at 07:26 PM

I think this is what you are after:

 function Update(){ 
 
     if(Input.GetKeyDown(KeyCode.LeftArrow))
         transform.rotation.y = 180.0;
 
     if(Input.GetKeyDown(KeyCode.RightArrow))
         transform.rotation.y = 0.0;
     
 }
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avatar image Asayaki · Mar 05, 2013 at 07:35 PM 0
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Tried it, didn't work. I don't think the Input is the problem. I just don't understand why it is flipping between 90 and 270, when I clearly state it as 0 and 180.

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