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Closerot | The new rotation for the Rigidbody. |
Rotates the rigidbody to rotation
.
Use Rigidbody.MoveRotation to rotate a Rigidbody, complying with the Rigidbody's interpolation setting.
If Rigidbody interpolation is enabled on the Rigidbody, calling Rigidbody.MoveRotation will resulting in a smooth transition between the two rotations in any intermediate frames rendered. This should be used if you want to continuously rotate a rigidbody in each FixedUpdate.
Set Rigidbody.rotation instead, if you want to teleport a rigidbody from one rotation to another, with no intermediate positions being rendered.
using UnityEngine;
public class Example : MonoBehaviour { Rigidbody m_Rigidbody; Vector3 m_EulerAngleVelocity;
void Start() { //Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>();
//Set the angular velocity of the Rigidbody (rotating around the Y axis, 100 deg/sec) m_EulerAngleVelocity = new Vector3(0, 100, 0); }
void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.fixedDeltaTime); m_Rigidbody.MoveRotation(m_Rigidbody.rotation * deltaRotation); } }