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Question by Southgarden116 · Nov 25, 2014 at 06:44 AM · 2d rotation

2D Object rotates after collision

I try to make a simple car game. Around the map I created colliders and if hit, the car should start at position (0,0). This works well, hower it rotates when starting at position.zero. I've tried many ways to stop the rotation like transform.rotation = Quaternion.Euler(Vector3.zero); transform.localRotation = Quaternion.Euler(Vector3.zero); transform.localEulerAngles = Vector3.zero; transform.rotation = Quaternion.identity;

Here the code:

   void Update() {
             currentSpeed = new Vector2(rigidbody2D.velocity.x, rigidbody2D.velocity.y);
             if(currentSpeed.magnitude > maxspeed)
             {
                 currentSpeed = currentSpeed.normalized;
                 currentSpeed *= maxspeed;
             }
             
             if(Input.GetKey(KeyCode.W))
             {
                 rigidbody2D.AddForce(transform.up * power);
             }
             if(Input.GetKey(KeyCode.A))
             {
                 transform.Rotate(Vector3.forward * steering);
             }
             if(Input.GetKey(KeyCode.D))
             {
                 transform.Rotate(Vector3.forward * -steering);
             }
     }
     
         void OnCollisionEnter2D(Collision2D collision)
         {
             currentSpeed = Vector2.zero;
             transform.position = Vector3.zero;
             rigidbody2D.velocity = Vector2.zero;
             transform.eulerAngles = Vector3.zero;    
         }

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avatar image AlwaysSunny · Nov 24, 2014 at 10:04 PM 0
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I'm thinking any of those should work fine, so something else is going on. $$anonymous$$aybe you need to zero out the body's angular velocity as well?

avatar image Southgarden116 · Nov 25, 2014 at 02:12 PM 0
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thank you, that was it! rigidbody2D.angularVelocity = 0;

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