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My GameObject is able to jump towards a moving target (another GameObject), thus adjusting its trajectory - while simulating gravity (as in the .gif).

.gif

I want to make the "jumper object" rotate. But I am unable to rotate my GameObject properly. When the GameObject jumps, it doesn't complete its rotation and rotates abruptely. How can I fix this? How can I properly rotate the cube GameObject you see in the .gif? Any fixes are appreciated.

Wanted rotation:

Wanted rotation

What I get:

what I get

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  • \$\begingroup\$ Image is not available for me. But i guess GetMouseButtonUp couses problems. Try GetMouseButton instead. So your object will turn constantly while you press button, not only when you relase it. \$\endgroup\$ Nov 13, 2015 at 20:12
  • \$\begingroup\$ Image now available. \$\endgroup\$
    – That's me.
    Nov 13, 2015 at 20:13
  • \$\begingroup\$ "don't cooperate very well" is super vague. tell us what is happening \$\endgroup\$
    – jhocking
    Nov 13, 2015 at 20:26
  • \$\begingroup\$ Question edited. \$\endgroup\$
    – That's me.
    Nov 13, 2015 at 20:29
  • \$\begingroup\$ @TheGameChanger I guess what you want to do is making cube to look forward vector of it's current position on trajectory right? As far as i can see, you already calculate velocity vector in your jumpAndFollow method. Then you can simply use this: transform.LookAt(transform.position + velocityVector.normalized); This will make your gameObject's +z axis to line on the vector you give in paranthesis. \$\endgroup\$ Nov 13, 2015 at 20:36

1 Answer 1

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The code structure you want:

transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, lerpFactor);

A more adjusted version for your script:

Change the line

transform.Rotate (new Vector3 (a, b, c) * Time.deltaTime);

with

transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(a, b, c), Time.deltaTime);

Also,

        void Update()
        {
            if(Input.GetMouseButtonUp(0))
            {
                //this is only called when button gets relased.
            }

            if (Input.GetMouseButton (0)) 
            {
                //this is called constantly if button is holding down.
            }
        }

Edit:

This code piece should do what you want:

    Quaternion targetRot = Quaternion.identity; //try not to modify this directly, or do it, it's up to you.
    bool doRotate = false;
    float lerpLimit = 10; //the degrees you want lerp to stop at. set higher than 0 (i suggest higher than 1)

    public void SetRotationTarget(Vector3 eulerAngles) //call this method to update the rotation target.
    {
        targetRot = Quaternion.Euler (eulerAngles); //building a quaternion from given vector3
        doRotate = true;
    }

    void Update()
    {
        if (doRotate)
        {
            if (Quaternion.Angle(transform.rotation, targetRot) > lerpLimit) //if angle between our rotation and target rotation is not below limit
            {
                transform.rotation = Quaternion.Slerp (transform.rotation, targetRot, Time.deltaTime); //Slerp to target rotation
            }
            else
            {
                transform.rotation = targetRot;
                doRotate = false;
            }
        }

        if(Input.GetMouseButtonUp(0)) //when mouse button 0 is relased
        {
            SetRotationTarget(new Vector3(a, b, c)); //set new rotation target with values of (a, b, c)
        }
    }
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  • \$\begingroup\$ It doesn't lerp! Same problem. Exactly. \$\endgroup\$
    – That's me.
    Nov 13, 2015 at 21:08
  • \$\begingroup\$ @TheGameChanger Take a look at the edit. \$\endgroup\$ Nov 13, 2015 at 21:14
  • \$\begingroup\$ Let's say I have transform.Rotate (new Vector3 (0, 0, 180) * Time.deltaTime); How do I convert it with your most recent edit? Where do I put the numbers? \$\endgroup\$
    – That's me.
    Nov 13, 2015 at 21:23
  • \$\begingroup\$ Just write an example with numbers in your answer. (or a, b, c) \$\endgroup\$
    – That's me.
    Nov 13, 2015 at 21:23
  • \$\begingroup\$ @TheGameChanger Revised the edit. \$\endgroup\$ Nov 13, 2015 at 21:38

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