Transform.position += transform.right * Time. In 2D you most probably do not want to move forward which is the Z axis but rather e.g. Transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * ltaTime) Rotate smoothly with linear rotationSpeed against the targetRotation TargetRotation = Quaternion.Euler(0,0, zAngle) Var zAngle = Mathf.Atan2(direction.x, direction.y) * Mathf.Rad2Deg therefore multiply by Rad2Deg to get degrees Use Atan2 to get the target angle in radians Vector2 direction = destination - (Vector2)transform.position directly use the Vector2 substraction for getting the direction vector without the Z axis Vector2 destination = _camera.ScreenToWorldPoint(Input.mousePosition) directly use Vector2, you don't care about the Z axis Instead of 4 repeated calls store this ONCE Knowing now the required anycodings_coordinates angle on the Z axis you can use anycodings_coordinates Quaternion.Euler to generate a anycodings_coordinates Quaternion from that angle and store it anycodings_coordinates (= targetRotation).įinally you can use anycodings_coordinates Quaternion.RotateTowards in order to anycodings_coordinates rotate smoothly with a linear speed anycodings_coordinates against that target rotation without anycodings_coordinates overshooting. The returned value is in radians so anycodings_coordinates additionally you have to multiply it by anycodings_coordinates Mathf.Rad2Deg. anycodings_coordinates Mathf.Atan2 which will give you the Z anycodings_coordinates rotation in order to look at a position anycodings_coordinates X,Y relative to your objects position anycodings_coordinates (= direction). This equals using new Vector3(0,0,0) so anycodings_coordinates no matter with what ever you multiply anycodings_coordinates this it will stay 0,0,0 => you are anycodings_coordinates not rotating the object on any axis. Target is Kismet Math Library To Rounded (Vector2D). You are passing new Vector3() as anycodings_coordinates argument to Rotate. Util to convert this vector into a unit direction vector and its original length. I know it became very messy and I don't know anycodings_coordinates if everything is even used because I lost my anycodings_coordinates mind looking for an answer (that's why I'm anycodings_coordinates here). Transform.position += transform.forward * ltaTime * 0.2f Transform.Rotate(new Vector3() * ltaTime * 10.2f, Space.World) Here's my current piece of code: Vector2 direction = new Vector2(0.0f, 0.0f) ĭirection = new Vector2(clicked('x') -, clicked('y') - ) I tried to anycodings_coordinates combine those two mechanics but nothing anycodings_coordinates works. Example 1: how to make a object rotate towards a position in 2d unity Vector3 targ targ.z 0f Vector3 objectPos. I am wondering if there is a forward vector like vector3 but. Is using Unity to program to animate 3D objects the same way as animating 2D. I would like to draw a line from the right side (which I am assuming is the forward facing) without it being rotated I can simply use something like. I was looking long for it and only anycodings_coordinates found how to rotate it slowly in known anycodings_coordinates direction, and how to rotate in there where anycodings_coordinates I click, but it's not slowly. As well as pointing in the direction of the target object, this vectors. I want to rotate an object (image) anycodings_coordinates slowly in the direction I clicked with anycodings_coordinates mouse. I want to make a simple C# script for unity anycodings_coordinates (2D). For instance, the standard unit vectors in the direction of the x, y, and z axes of a three dimensional Cartesian coordinate system are Unit vectors may be used to represent the axes of a Cartesian coordinate system.
0 Comments
Leave a Reply. |