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Question by SebastianRSP · Apr 17, 2014 at 05:49 PM · c#velocityrotate objectlocal axis

Rotation based on velocity on one axis

Hi there, I am currently trying to achieve a rotation to a 3D object on only on axis, this being the Z axis. Imagine this scenario, the player is shot out of a cannon, with a random speed based on some previous actions, I then need to player to rotate, based on the speed of which it is throw out the cannon, any help is much appreciated! Thanks (C# is prefeered, but UnityScript is also good :) )

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avatar image siddharth3322 · Apr 17, 2014 at 06:04 PM 0
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you can able to get angle based on your velocity. I have used same thing in other engine Angle based on terrain

avatar image SebastianRSP · Apr 18, 2014 at 05:29 PM 0
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@siddhart3322 Thanks for the link, but it all seems quite confusing when it is in another engine. Does someone else know how to do this? :)

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Answer by robertbu · Apr 18, 2014 at 09:39 PM

I think you are asking this:

   float rotateSpeed = rigidbody.velocity.magnitude * factor;
   transform.Rotate(0,0,rotateSpeed * Time.deltaTime);

'factor' is a variable you define that maps a velocity to degrees per second.

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avatar image SebastianRSP · Apr 19, 2014 at 01:13 AM 0
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@robertu Great! :D That is just what I needed :D

avatar image siddharth3322 · Apr 20, 2014 at 05:57 AM 0
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Thanks for this answer but what value I have to apply for factor? This variable confusing me. So please provide only that detail.

avatar image robertbu · Apr 20, 2014 at 06:09 AM 0
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You will have to play with various values to get the behavior you want. I'd start with a velocity you consider maximum or if you don't have a maximum, consider very fast. Figure out how fast you want want to rotate (degrees per second) when the velocity is that fast. Rotation / $$anonymous$$axSpeed = factor. After playing you may decide that a linear factor is not good enough or that you want to max the rotation speed for velocities above some threshold. Either will involve more lines of code, but are doable.

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