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Question by junkdog8 · Jul 07, 2014 at 06:50 AM · rotationjavascriptgameobjecttransform

Rotating an object in position

i have been trying to build Tetris, and i have almost everything worked out but i cannot get the piece to rotate in position; whenever i tried to rotate it, it rotated as if around another object... i don't understand why this is happening. could it be because my object is a prefab made out of multiple objects? here is the code for the movement of the blocks(i have not added the downward momentum yet).

 #pragma strict
 
 public var falling : boolean;
 
 function Start()
 {
     falling = true;
 }
 
 function Update()
 {
     if(this.falling == true)
     {
         if(Input.GetKeyDown(KeyCode.LeftArrow))
         {
             this.transform.position.x -= 1;
         }
         
         if(Input.GetKeyDown(KeyCode.RightArrow))
         {
             this.transform.position.x += 1;
         }
         
         if(Input.GetKeyDown(KeyCode.UpArrow))
         {
             this.transform.rotation.z += 90;
         }
         
         if(Input.GetKeyDown(KeyCode.DownArrow))
         {
             this.transform.position.y -= 1;
         }
     }
 }
 
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Answer by NikunjPopat · Jul 07, 2014 at 07:42 AM

 if(Input.GetKeyDown(KeyCode.UpArrow))
         {
             this.transform.rotation.eularAngles.z += 90;
         }
 //Try this
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avatar image junkdog8 · Jul 07, 2014 at 11:28 AM 0
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no change.

avatar image NikunjPopat · Jul 07, 2014 at 12:39 PM 0
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Ok then add rigidbody to the gameobject and use AddTorque()... this will definitely will help you.

avatar image junkdog8 · Jul 07, 2014 at 05:25 PM 0
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AddTorque()??

avatar image junkdog8 · Jul 07, 2014 at 05:33 PM 0
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ok so now it's spinning forever around the same spot it has been spinning around since the begginging...which is not in the middle of the object...which is the problem!!

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Answer by rutter · Jul 07, 2014 at 06:57 AM

You might be used to rotation that's measured by "Euler angles" (degrees of rotation around the X, Y, and Z axes). Unity can support that, but doesn't use it internally.

Unity uses quaternions to represent rotation. They're a more difficult mathematical concept, but make it easier to interpolate rotations, and avoid gimbal lock (difficulty rotating at extreme positions).

Quaternions do have values named x, y, and z (plus a w), but they don't do what you're expecting.

So, let's suppose you want a quaternion rotated 90 degrees around the z-axis:

 Quaternion rot = Quaternion.Euler(0, 0, 90);

Then, we apply this rotation:

 Quaternion rot = Quaternion.Euler(0, 0, 90);
 transform.rotation *= rot;

As a shortcut, you can call the transform's Rotate function:

 transform.Rotate(0, 0, 90);
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avatar image junkdog8 · Jul 07, 2014 at 07:06 AM 0
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i changed it to if(Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.UpArrow)) { this.transform.Rotate(0, 0, 90); } as you suggested... but now it rotates around the same point see$$anonymous$$gly and starts falling sideways(i added the downward momentum btw) before i changed it, it was rotating around the same point 180 degrees and falling upwards.

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