• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Lautaro-Arino · Feb 08, 2014 at 06:55 PM · c#quaternionlerpmath

Comparing lerping quaternion

2d top down game. I want my transform to first rotate and face the target position and then move towards it. I got the rotation towards the target position done. It works great. But i need a way to set a bool when the rotation is finished, or finished enough. I tried comparing the quaternions or using quaternion.angle to see if i got a good result but it never arrives. How can i make it so that the bool sets to false when the rotation is 'good enough'?

Ps. i dont want to set a duration for the lerp, i want it to move at a constant speed so that the fewer the angles to rotate, the shorter time it takes.

 if (Input.GetMouseButtonDown (0)) {
                         target = Camera.main.ScreenToWorldPoint (Input.mousePosition);
                         rotateToTarget = true;
                 }
 
                 if (rotateToTarget == true && target != null) {                                
             
                         targetRotation = Quaternion.LookRotation (transform.position - target, Vector3.forward);
                         targetRotation.x = 0.0f;
                         targetRotation.y = 0.0f;
             
                         player.transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, Time.deltaTime * rotationSpeed);    
                         print (player.transform.eulerAngles + " --> " + targetRotation.eulerAngles);
 
                         if (player.transform.rotation == targetRotation) {
                                 rotateToTarget = false;
                                 travelToTarget = true;
                                 print ("rotation finished");
                         }            
                 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Owen-Reynolds · Feb 08, 2014 at 07:46 PM

if(Quaterion.Angle(player.rotation, targetRotation)<1) works fine for me. Of course, it only checks facing, not "spin" (which is rarely an issue.) I also usually add player.rotation=targetRotation; at the end, for an exact match.

If you want constant speed, replace Lerp with RotateTowards.

== is always a problem, and Lerp will mostly stop at 0.000001 away. EulerAngles have the non-1-to-1 problem: Bruce is at 179.9, but Sally is rotating down from -170, so seems far away (and even weirder stuff, where -180,-180 is the same as 0,0.)

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Lautaro-Arino · Feb 08, 2014 at 08:00 PM 0
Share

How would you use RotateTowards? I only want rotation on z axis.

avatar image Owen-Reynolds · Feb 09, 2014 at 02:37 PM 0
Share

See the scripting docs. The main diff between RotTowards and (s)Lerp is that Lerp takes a unit-less percent/fame, while RotTo takes, I think degrees/sec.

The common tricks to rotate on one axis are: 1) make sure the target point is "level" with you. Or, 2) rotate your own angle vars ($$anonymous$$athf.LerpAngle helps with rotating 3 degrees to 356 degrees correctly) and then Quaternion.Euler.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

19 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Issue with Adding Quaternions 1 Answer

Multiple Cars not working 1 Answer

Rotate Door Object Away from Player 1 Answer

Finding Distance between Angles and Points 2 Answers

Snapping Connection Points Together Rotation 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges