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Question by Sam_Pr · Apr 10, 2013 at 08:55 PM · javascriptlocalglobal

Problem with world coordinates in scripts?

I've been working on a little 2D test project, but I have a slight problem. when I rotate the platform it goes along local coordinates which I don't want. So I went off and found Space.World. Now when I try to add this into my script, well. I don't know where to put it.

Sorry for the stupid question.

Here's my code:

 #pragma strict 
 var MoveSpeed:int = 20;
 var RotateSpeed:int = 150;
  //movement
  function Update () {
  if(Input.GetKey("w")){
    transform.Translate(Vector3.up * Time.deltaTime * MoveSpeed);
    }
    if(Input.GetKey("d")) {
    transform.Translate(Vector3.right * Time.deltaTime * MoveSpeed);
  }
  if(Input.GetKey("a")) {
    transform.Translate(Vector3.left * Time.deltaTime * MoveSpeed);
 }
 if(Input.GetKey("s")) {
    transform.Translate(Vector3.down * Time.deltaTime * MoveSpeed);
    
   //Rotation
 }
 if(Input.GetKey("z")) {
    transform.Rotate(Vector3.forward * Time.deltaTime * RotateSpeed);
 }
 if(Input.GetKey("c")) {
    transform.Rotate(Vector3.back * Time.deltaTime * RotateSpeed);
    }
 }

Thanks for any help!

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Answer by whebert · Apr 10, 2013 at 11:04 PM

If you want to rotate relative to the world axis:

 transform.Rotate(Vector3.forward * Time.deltaTime * RotateSpeed, Space.World);
 
 transform.Rotate(Vector3.back * Time.deltaTime * RotateSpeed, Space.World);
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avatar image Sam_Pr · Apr 11, 2013 at 04:00 AM 0
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Thank you!

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