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Question by CmPons · Feb 16, 2014 at 04:03 AM · 2d rotation

2D Rotation Toward Vector3 Direction

Hello, I'm trying to figure out, how given input in the horizontal and verticle axis, that I can rotate a player towards that direction using the 2D tools in Unity. So far, from looking around the internet, I have been able to rotate the player but it rotates around every axis except the Z axis. This essentially stops the player from being visible.

 private void RotatePlayer()
 {
     float horizontal = Input.GetAxis("Horizontal");
     float vertical = Input.GetAxis ("Vertical");
 
     if( !m_netHandler.IsOwner())
     {
         horizontal = m_clientLastHorizontalInput;
         vertical = m_clientLastVerticalInput;
     }
 
     if(horizontal != 0 || vertical != 0)
     {
          Vector3 desiredDirection = new Vector3(horizontal, vertical);
          m_desiredDirection = Quaternion.LookRotation(desiredDirection.normalized);
     }        
 
     transform.rotation = Quaternion.Slerp(transform.rotation, m_desiredDirection,      
                                           Time.deltaTime * m_rotationSpeed);
 }

Any ideas would be helpful. Thank you.

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Answer by robertbu · Feb 16, 2014 at 04:07 AM

Try making this change:

  if(horizontal != 0 || vertical != 0)
     {
          float angle = Mathf.Atan2(vertical, horizontal) * Mathf.Rad2Deg;
          m_desiredDirection = Quaternion.AngleAxis(angle, Vector3.forward);
     } 

Note this change assumes that the 'forward' of the sprite is to he right, so you may need to rotate the texture or modify the value of 'angle' before you pass it to AngleAxis().

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avatar image CmPons · Feb 16, 2014 at 05:09 AM 0
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Could you explain this line:

float angle = $$anonymous$$athf.Atan2(vertical, horizontal) * $$anonymous$$athf.Rad2Deg;

Also, this definitely fixed my original issue where the sprite was rotating around the wrong axes. Any additional explanation about your code would be appreciated, I don't entirely understand what line 3 does.

avatar image robertbu · Feb 16, 2014 at 05:31 AM 0
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$$anonymous$$athf.Atan2(y,x) takes the point (x,y) and calculates an angle with respect to the origin. Note the order of the parameters in the call is y,x not x,y. If you pass it Vector3.right which is the vector (1,0), you get 0.0 as the angle, so that is your reference point, and why I said that the 'forward' of the sprite must be on the right side. So I treat Horizontal and Vertical as x,y and then calculate the angle. The angle return by the Atan2() function is in radians, so I use $$anonymous$$athf.Rad2Deg to convert the angle from radians to degrees.

Quaternion.AngleAxis() then takes that angle and generates the rotation.

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