Skip to main content

Questions tagged [rotation]

Rotation is the circular movement of an object around a specific axis.

Filter by
Sorted by
Tagged with
0 votes
1 answer
145 views

My question relates to content rotation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
Arunabh's user avatar
0 votes
0 answers
113 views

I would like to make a 2d top down scene with 3d Objects. I could make a 3D scene and just tilt the camera 45 degrees on X and that would give me basically the same thing(I think). But I started with ...
MrV's user avatar
  • 49
1 vote
2 answers
166 views

I have a top-down character object that is a Container of various parts. This character can have elements that should move along with it (think a health bar, a speech bubble) that should NOT rotate ...
Mara's user avatar
  • 121
1 vote
1 answer
168 views

I'm creating a procedural aiming animation system in UE5 as a learning experiment. In order to position the hand for aiming down sights, I'm using a forward vector from player camera to project out a ...
AuStephen's user avatar
1 vote
0 answers
41 views

I'm currently trying to better understand the concept of the inertia tensor in the context of rigid bodies, and I was hoping someone could help clarify a few points for me. From what I've gathered so ...
Seonix's user avatar
  • 11
0 votes
0 answers
38 views

How can I achieve the same object rotation as in this video? I can't figure out how this type of rotation is implemented. Where should I start looking? As far as I understand, after the rotation, the ...
Haslin's user avatar
  • 1
0 votes
1 answer
129 views

I'm developing a game with Unreal Engine 5.4.4. In the game, I'm trying to rotate a sphere around its Z axis. If I put the sphere on the map and add a rotation around its Z axis is easy. I only have ...
VansFannel's user avatar
2 votes
0 answers
84 views

I have quaternion representing a camera pose in a coordinate space called "World Frame 2": x+ = right y+ = up z+ = out ...and I want to convert it to another space called "World Frame ...
user1148626's user avatar
0 votes
0 answers
169 views

I'm trying to make a rubber duck move along the surface of a round 'world' - I should be able to rotate the duck on it's local Y axis and then move the duck forward, with the duck following the ...
Reverend Speed's user avatar
0 votes
0 answers
83 views

I have 2 rotation matrixes than work in a world that have three dimensions (X, Y and Z) being Y the one of the height. One of such rotations works using Y dimension, from the point of the center of ...
user57129's user avatar
  • 133
1 vote
0 answers
52 views

I have a player capsule which I want to face the same cardinal direction as the key pressed. For example, pressing W will make the player face the camera's current ...
Yong Yun Jing's user avatar
0 votes
1 answer
104 views

I'm making a 3D game and I was trying to make movement relative to player rotation for several hours, but I failed. Here's the code, maybe I made a mistake there. Also, player doesn't rotate. ...
free2win's user avatar
0 votes
0 answers
31 views

When connecting a Character Controller component to the character in Unity, it starts to rotate uncontrollably. Without the Character Controller, everything works fine, but the character does not walk....
Pixel Play's user avatar
0 votes
1 answer
200 views

How can I spin a roulette wheel in a clockwise direction using a tween? I've successfully managed to rotate counter-clockwise to the exact segment, but changing the direction to go clockwise is still ...
boruok's user avatar
  • 13
0 votes
1 answer
102 views

I'm currently trying to rotate a sprite around its own axis to make it "face" the mouse, but I'm having weird results. This is my code: ...
Jax's user avatar
  • 474
3 votes
6 answers
2k views

I am trying to rotate a vector made of two signed 16-bit coordinates (-32768 to 32767). Using a LUT for sin/cos, I can use the standard method for rotating a vector: ...
IanLarson's user avatar
  • 811
0 votes
1 answer
47 views

I'm working on a Leap On-style game in Unity where the main mechanic involves a ball revolving around a central circle that constantly attracts the ball toward itself. The goal is for the player to ...
Jarrar's user avatar
  • 1
0 votes
1 answer
183 views

I was implementing the rotation of a 3D vector by a quaternion, implementing the formula that I've found in this thread. To testing my function, I've rotated some vectors by using MATLAB, in ...
Jepessen's user avatar
  • 101
0 votes
1 answer
92 views

I am trying to rotate the node of a modelinstance as follows: Note: the node and modelinstance are rotating BUT not about their own center Y axis! ...
i_o's user avatar
  • 131
0 votes
1 answer
90 views

Problem: Player strafes in all directions fine but when rotated 180 degrees the opposite direction he can barely move in any direction. ...
Thunderbiscuit's user avatar
0 votes
1 answer
543 views

I was following this course using UE5 version 5.4.2 and building a "Handle Rotation" graph for a door that looks like this: I encountered this problem: setting the ...
Ariya Rivandi's user avatar
1 vote
1 answer
190 views

I have a spatial hashing grid that's mapped out like ...
Pen's user avatar
  • 13
0 votes
1 answer
104 views

I'm newbie to Unity and attempting to move a prefab's arm up and down on a button click but having some difficulty. The arm movement works when called from the Update() method without checking for a ...
wrappingduke's user avatar
0 votes
1 answer
162 views

In Unity, I have a normal cube with a rigidbody component. I'm listening to keyboard input and calling AddTorque with extremely high values when a key is pressed. ...
kyopa's user avatar
  • 143
1 vote
0 answers
40 views

I am using boundary boxes for all calculations. In the image below you may see a case where this objects need to be snapped. Currently the calculations go as following, the rotation is changed by the ...
Artak's user avatar
  • 11
0 votes
1 answer
94 views

I'm working on a character controller for an isometric retro shooter. However, when making the character rotate towards where they are moving, I encountered some issues. The character doesn't fully ...
Donkey45's user avatar
1 vote
0 answers
86 views

so I'm building up a simple arcade racing game and I was messing around with the Wheel Colliders setup. I was wondering if it was possible to add some camber adjustments in real time depending on the ...
Danilolilo's user avatar
0 votes
1 answer
170 views

I am trying to compare the Z-axis and the X-axis of two different quaternions in a way that would give me the Euler angles about the X and Y axes to line up the two different axes. In my program, the ...
ACR115's user avatar
  • 1
1 vote
1 answer
72 views

I'm trying to create a panning control for a camera in bevy, but I can't seem to get the panning logic right when the camera is rotated. It works fine if the camera transform is directly facing the XY ...
The Bic Pen's user avatar
0 votes
2 answers
262 views

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
  • 103
1 vote
0 answers
117 views

I have a dataset containing 2D images of telco towers and metadata. Each 2D image has 3x3 rotation matrix which provides orientation info about the drone when it captured the image. Now I have a 3D ...
Moiz Ghuman's user avatar
0 votes
1 answer
209 views

I need help on something I'm struggling with very much. I am working on a TouchDesigner patch where I have a Camera COMP with rotation on x, y and z axes. I need the formulas to convert such rotations ...
Alessio Mastrorillo's user avatar
1 vote
1 answer
907 views

When importing a Unity package to Godot via Unidot importer, I noticed that a few imported models have their child rotations and transformations off-center from their expected points. For example, ...
needoriginalname's user avatar
0 votes
0 answers
577 views

For my project I am turning my CharacterBody3D 90 degrees on the x-axis towards a wall. To achieve this I set basis.Z to the <...
NEWBIE's user avatar
  • 23
0 votes
2 answers
750 views

Sorry about the click-bait, I know there are many many reasons why Quaternions and Bases are better than using Euler-Angles. Anyone on a 5 second google search could easily know why! But I am trying ...
ZenPyro's user avatar
0 votes
1 answer
105 views

i have tried using lookout method then flipping it by 180 degress but it gives me the same result as the problem i had before. my turret turns left when i move right and vica verse. To fix this i used ...
NEWBIE's user avatar
  • 23
0 votes
2 answers
180 views

I have an enemy spaceship, and I want to make it turn to face the player with (for now) a constant angular speed. The ship's orientation is a quaternion. How do I do this? Since this is totally free ...
Tachytaenius's user avatar
0 votes
1 answer
159 views

I want to perform motion retargeting from a .bvh file (from lafan2 dataset) to a rigged mesh in Unity (which is John Lemon in this tutorial resource). I have overcome most of the problems, but this ...
Bobo Saint's user avatar
0 votes
1 answer
282 views

Say I have 2 cubes that start with the same rotation. I wish to track the rotation difference between the 2 about the z (forward) axis. Such that if cube A remains stationary and cube B rotates 30 ...
ThatOneGuy's user avatar
0 votes
1 answer
73 views

While debugging the code that decomposes the world matrix, I found that the decomposed world rotation value is different from the world rotation value stored in Transform. Simply, World Rotation is ...
Tee Mo's user avatar
  • 3
2 votes
0 answers
122 views

Context I want to find the up vector an object would have if it were leaning on a surface, given a large amount of points on that surface and their associated surface normals (i.e., an equation that ...
natSegOS's user avatar
1 vote
0 answers
78 views

I'm following in the footsteps of this blog in implementing a transform hierarchy to my game engine scenes. I have a fairly similar implementation for a 3D transform: ...
Boyfinn's user avatar
  • 111
0 votes
2 answers
93 views

I am trying to get the camera to rotate towards a location and position. Which works at the moment, but once it is done and re enables the mouse look script or bool in the script the mouse look ...
WestMansionHero's user avatar
0 votes
0 answers
71 views

I'm trying to make a representation of a plane that rotates around a hole in a MeshInstance3D. So far I've managed to make the circle's hole, but I can't make the ...
Maya Rahto's user avatar
0 votes
0 answers
131 views

I'm out of ideas at this point. I'm trying to set up a function inside my player controller that aligns the player with whatever is under it (usually the ground), ive tried using Raycasts, collisions ...
Pow's user avatar
  • 449
1 vote
2 answers
279 views

I have a problem more closely described on a picture below. The idea is that I have my agent in point A and I want to get to the point B. The problem is, that agents rotation towards point B is alpha ...
Peter's user avatar
  • 13
0 votes
1 answer
55 views

I have a 3D object, a blade, that I want to rotate continuously on the x axis, like it's cutting through something. I also want the player to control its z-axis rotation by swiping. It's mainly ...
Nader Amir's user avatar
0 votes
0 answers
62 views

I'm now doing a racer on rails like "Outrun". I do have a cool Script from internet that makes the camera and the player follow the Waypoints. The Waypoints are Trigger shapes. I have a ...
NationalGeographicProgrammer's user avatar
0 votes
0 answers
96 views

I'm new to game development, and I've been trying to code a "smooth camera" rotation that's limited within the camera's local rotation, using a smoothed cube and ...
NovaMaxi's user avatar
0 votes
1 answer
137 views

When the player turns to the left, the texture of the weapon turns upside down. How can I solve this? Shooting Script ...
Lekr01d's user avatar

1
2 3 4 5
25