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Question by br.glen23 · Dec 26, 2013 at 12:51 AM · angleconvert

Convert angle to Vector?

The problem that I have a player and I need to convert the player's z rotation into a vector2, which will be normalized and then I will multiply the vector by a velocity factor, then I'll apply the vector as a force to the player's Ridigdbody2D.

Essentially I'm not sure how to turn the angle into a vector. I was just going to use some trig functions to get the rise/run, but that wouldn't work for angles greater than 90 degrees.

Anybody have any ideas?

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Answer by robertbu · Dec 26, 2013 at 12:53 AM

Try this:

 var vForce = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.right;

You likely want to normalize the result before applying the force. This code assumes you are using Vector3.right as your zero angle.

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avatar image robertbu · Dec 26, 2013 at 01:29 AM 1
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A vector multiplied by a Quaternion returns a vector. The order is important. It must be q v. The reverse (v q) is undefined and generates and error.

avatar image br.glen23 · Dec 26, 2013 at 02:00 AM 0
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So multiplying the quaternion.angleAxis by the zero angle vector gives a vector in the direction of the Quaternion.AngleAxis?

avatar image br.glen23 · Dec 26, 2013 at 02:13 AM 0
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Thanks, it worked!

avatar image DrCrook · Apr 15, 2014 at 05:56 PM 0
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any ideas on how to do the inverse of this?

avatar image robertbu · Apr 15, 2014 at 05:57 PM 0
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What does 'inverse of this' mean? Convert a vector to an angle or rotation? Or??? Consider just opening a new question with a full description of what you are looking for.

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Answer by iron-monkey · Jul 31, 2014 at 04:11 PM

Why not just use your player's up, forward, or right vector?

http://docs.unity3d.com/ScriptReference/Transform-up.html

rigidbody.velocity = transform.up * 10;

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