unity rotate vector
Vector3 rotated = Quaternion.AngleAxis(-45, Vector3.up) * vector;
unity rotate vector
Vector3 rotated = Quaternion.AngleAxis(-45, Vector3.up) * vector;
unity 2d rotate towards direction
/// <summary>
/// Rotate a gameobject to face a direction in 2D space with offet
/// </summary>
/// <param name="target"></param>
/// <param name="RotationSpeed"></param>
/// <param name="offset"></param>
private void RotateGameObject(Vector3 target, float RotationSpeed, float offset)
{
//https://www.youtube.com/watch?v=mKLp-2iseDc
//get the direction of the other object from current object
Vector3 dir = target - transform.position;
//get the angle from current direction facing to desired target
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
//set the angle into a quaternion + sprite offset depending on initial sprite facing direction
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
//Roatate current game object to face the target using a slerp function which adds some smoothing to the move
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, RotationSpeed * Time.deltaTime);
}
rotation unity script 2d
transform.Rotate(Vector3(0, 0, 50));
//instead of :
transform.eulerAngles = new Vector3 (0, 0, 50);
//or like you said
transform.eulerAngles = Vector3.forward * 50;
rotation unity script 2d
transform.eulerAngles = Vector3.forward * degrees;
// or
transform.rotation = Quaternion.Euler(Vector3.forward * degrees);
// or
transform.rotation = Quaternion.LookRotation(Vector3.forward, yAxisDirection);
// or
transform.LookAt(Vector3.forward, yAxisDirection);
// or
transform.right = xAxisDirection;
// or
transform.up = yAxisDirection;
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