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Questions tagged [axis]

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I am trying to figure out how to solve this issue. My navball is tracking the ship's rotation incorrectly as shown in the image. When the ship rolls (Z Axis) to the right, the navball rotates down on ...
Skittles's user avatar
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I'm making a game engine from scratch and I'm currently handling the inputs. The low level handling is done, and now I would like to provide higher level input listeners, such as axis. I've failed to ...
LucioleMaléfique's user avatar
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Since I have an azerty keyboard instead of a qwerty one I'm trying to remap wasd to zqsd for the in-game playing in Unreal Editor 4.27.2. I've started a new blank c++ project with starter content. ...
ultraking x2's user avatar
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I'm trying to convert a normalized unit vector, representing an entity heading, into a rotation matrix for rendering. The problem is that I'm using an (apparently) unusual forward vector for my ...
Nairou's user avatar
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I want to be able to place tiles only in the direction I've started "drawing" them. For an example, if I click and hold on tile at position (0,0), and ...
caleidon's user avatar
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I have a bunch of random vectors representing a direction and four other vectors that we can distinguish with their pyramidal arrows at their extremity, they represent a boundary what i'd like to do ...
DB3D's user avatar
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I am trying to make a 'single stick' shooter, where the character faces the direction they are moving, but I'm struggling to get the movement working correctly; no matter what I've tried, the player ...
UnhandyPrawn1's user avatar
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I didn't tough i would have issues with this, but unfortunatly I did. I have a Character (which is more a pile of cube) with a body, a empty GameObject for each leg attached to the body with a join ...
Samuel Fyckes's user avatar
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Would like to avoid using separate action mappings i.e. MouseWheelUp and MouseWheelDown for a system I'm developing. I noticed <...
Natalo77's user avatar
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I have this CameraController script attached to my camera, to follow a sphere that moves using WSAD. ...
Mr T's user avatar
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I'm using Unity 2018 and its really confusing me. I generate a plane mesh in code and when it comes to positioning (transform.position.x) it on the X axis I can't understand why moving it further to ...
Bananas's user avatar
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I have a series of connected bones in a straight line. I want to be able to rotate each bone vertically and/or horizontally so that it can slither and arch randomly kinda like a snake mixed with an ...
CodeMonkey's user avatar
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Here, I have a plane model with some sub parts(like aileron) can rotate: That red section is weight painted(rigged) vertices, and I need to control the rotation of this in Unity by script. So this is ...
modernator's user avatar
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I've loaded an object and set its position on vector(5,2,-5) by threejs. And I wanted it to rotate around the origin point in the world coodinate system. I found a method in class Object3D called '...
tedyage's user avatar
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In example we've wrote some code in Pascal (graph unit) which rotates 3D object in oblique frontal (dimetric) projection in all octants positioned in center of them. The projection's type: The code 1 ...
Serious Angel's user avatar
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I have an object which i want to rotate relative to world space. I have three variables (one for every axis) which store the rotation. By pressing buttons on my controller I add or subtract 90 to ...
xeetsh's user avatar
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I've been trying to limit the Y-axis of the camera rotation but I'm out of depth until now. I'd looked up many tutorials and I found the clamping method, but I seem can't get it to work on my code, ...
Mira's user avatar
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hope you're all good.. I'm struggling with a simple toggle for inverting Y axis.. What i have works for my first scene but i'm trying to keep this setting through all scenes, hence why the script ...
hardwiredstudios's user avatar
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I need the Matrix4x4 to rotate around a given axis that does not go through (0,0,0). Is there some built in straightforward way to do this in the Unity libraries, or do I need to build and maintain my ...
Peter's user avatar
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I'm working on pulling geometry and it's transformation from a 3DS Max exported FBX (Z-up) to an OpenGL model format (Y-up). The main problem is I intend to keep the transformations as Translation and ...
Enam Desak's user avatar
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I'm in the case I need to transform a Quaternion coordinate system to a concrete one, let me explain. I'm implementing an orientation tracker for VR headsets, I have the orientation of the device and ...
Gusman's user avatar
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8 votes
3 answers
13k views

Most of computer graphics systems use screen's top-left corner as staring point, but OpenGL uses bottom-to-top direction, why?
madneon's user avatar
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5 votes
2 answers
15k views

I'm trying to find out the point which is already rotated. To solve this I did a Rotation, save the position, set the previous position and return my position, like this: ...
OC_RaizW's user avatar
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2 votes
1 answer
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So using LibGDX accelerometer methods, I'm able to get the rotation of the device in the X and Z axes in degrees with this code: ...
Alex Pi's user avatar
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2 answers
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I'm using this paper 2d framework of UE4 where a plane mapped with sprite texture is put in 3d world and therefore appears as 2D when viewed from sideways. Its all good for games like NES mario where ...
Allahjane's user avatar
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So I have a rotating object a. It is rotating at non-constant speed around it's local x axis. It is parented to object b. When the object a rotates, it's ...
Adrians Netlis's user avatar
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1 answer
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I am on a small game project . Everything was just fine , but now I have some wired problem . That is Game Object movement . If I move the game object in X - Axis using the gizmo , the value of Z - ...
Nicolus Buck's user avatar
1 vote
0 answers
396 views

I find it hard to determine the wheel RPM since I'm only making a simple 2D game of rotating object via Z-axis. I wanna try this solution but I got no change since I'm trying to find the RPM from a ...
David Dimalanta's user avatar
1 vote
1 answer
395 views

so i am making a thing in javascript and i want to have planetary gravity in my "universe". But when i use an equation to calculate the acceleration by gravity i get one number. That is how fast the ...
DayDun's user avatar
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1 answer
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I'm currently writing an interface driver for my Moga Power Pro controller on Windows. I'd like to release it for others to use, but first I have some questions on expected default mappings for the ...
Zel's user avatar
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1 vote
1 answer
441 views

Usually XNA increases X coordinate to right and Y to down. Like this: But in my project i have 2D map. Drawing tile with bigger Y coodinate below OX looking strange (usually people imagines these ...
cat's user avatar
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1 vote
2 answers
3k views

So I connected a ps3 controller to my computer via USB cable, when I press play I am able to move by using arrows on the left of the ps3 controller and also I am able to shoot and aim by triangle and ...
John Smith's user avatar
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1 vote
2 answers
1k views

I am having troubles making my gun rotate up and down, and have limits, for example, I want the down limit to be 0 degrees, and the up limit to be 90 degrees. Currently I can't figure out how to ...
Borislav's user avatar
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1 answer
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Prefix: I am NOT trying to rotate a sprite 90 degrees by it's transform, this changes what is up/down and forward/backwards for the object. I need the sprite displayed on the X-Z plane in comparison ...
Douglas Gaskell's user avatar
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1 answer
83 views

I have this function in my vertex shader. It makes a transformation matix out of a transformation matrix, a rotation and an intensity. It works just fine when setting the rotation of one of the axis (...
l'arbre's user avatar
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1 answer
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I have a problem where I'm performing an axis-angle rotation and am trying to constrain my rotations. Specifically I have a skeleton (model/mesh with rig, transforms are hierarchy parented to pelvis ...
Ian Ooi's user avatar
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1 answer
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I have a model(.Fbx object),I have placed a timer.When the timer starts increasing the model/object should move down(along y axis).
user1509674's user avatar
1 vote
2 answers
815 views

I understand that the WASD keys are standard for moving a character along two axes (left/right, up/down) because in the QWERTY layout, they are arranged like the arrow keys. I want to make a game ...
ke.'s user avatar
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1 vote
0 answers
430 views

I'm using a right-handed coordinate system with (0,0,-1) = forward, (1,0,0) = right and ...
Silverlan's user avatar
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1 vote
1 answer
500 views

I'm trying to make my own 3D model editor to better learn 3D programming. I have my translate manipulators and I'm trying to calculate the Vector2 that the mouse would have to move in order to move an ...
user1157885's user avatar
1 vote
0 answers
624 views

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...
Nick's user avatar
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2 votes
2 answers
6k views

Good day all. I have a 3d object with a random rotation. I can express that object's rotation both through a quaternion or through an euler rotation. Then I have a vector3 normal that I get from a ...
roamcel's user avatar
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0 votes
2 answers
3k views

I wrote a simple Matrix class and it has methods like rotate, translate, etc. They all seem to be working, but whenever I try to translate a rectangle using the matrix, the translation axis seem to be ...
Lysol's user avatar
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1 vote
0 answers
1k views

Can I ask my parent to move according to the child axis? This means if I turn right, then right again, the parent has to be at 180° from its original position, and not only at 90° (because "Right" ...
Paul's user avatar
  • 679
3 votes
1 answer
681 views

I am developing a game with accelerometer controls. This works well on all the mobile phones I've tested it on. However, when testing on a tablet, the y and x axes are reversed, presumably because the ...
Rhys's user avatar
  • 273
8 votes
2 answers
2k views

I'm making a small 3D scene editor (that only allow to modify objects positions). Each object is draw with a 3d X/Y/Z axis : How it works : user choose an axis (X, Y or Z) by left clicking on it, ...
tigrou's user avatar
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29 votes
5 answers
23k views

I learned at school that the z-axis is up. It is the same in modeling software like Blender. However in many games the y-axis is up. What is the reason?
danijar's user avatar
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