Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Rigidbody2D.MoveRotation

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function MoveRotation(angle: float): void;
public void MoveRotation(float angle);
public def MoveRotation(angle as float) as void

Parameters

angle The new rotation angle for the Rigidbody object.

Description

Rotates the rigidbody to angle.

Rotates the rigidbody to the specified angle by calculating the appropriate angular velocity required to rotate the rigidbody to that angle during the next physics update. During the move, angular drag won't affect the body. This causes the object to rapidly move from the existing angle to the specified angle.

Because this feature allows a rigidbody to be rotated rapidly to the specified angle, any colliders attached to the rigidbody will react as expected i.e. they will produce collisions and/or triggers. This also means that if the colliders produce a collision then it will affect the rigidbody movement and potentially stop it from reaching the specified angle during the next physics update. If the rigidbody is kinematic then any collisions won't affect the rigidbody itself and will only affect any other dynamic colliders.

2D rigidbodies have a fixed limit on how fast they can rotate therefore attempting to rotate large angles over short time-scales can result in the rigidbody not reaching the specified angle during the next physics update. It is recommended that you use this for relatively small rotational movements only.

It is important to understand that the actual rotation change will only occur during the next physics update therefore calling this method repeatedly without waiting for the next physics update will result in the last call being used. For this reason, it is recommended that it is called during the FixedUpdate callback.

	private var speed : float = 15;
	function FixedUpdate () {
		rigidbody2D.MoveRotation(rigidbody2D.rotation + speed * Time.deltaTime);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    private float speed = 15;
    void FixedUpdate() {
        rigidbody2D.MoveRotation(rigidbody2D.rotation + speed * Time.deltaTime);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	private speed as float = 15

	def FixedUpdate() as void:
		rigidbody2D.MoveRotation((rigidbody2D.rotation + (speed * Time.deltaTime)))