angle | The new rotation angle for the Rigidbody object. |
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.
var speed: float; var rb2D: Rigidbody2D;
function Start() { rb2D = GetComponent.<Rigidbody2D>(); }
function FixedUpdate () { rb2D.MoveRotation(rb2D.rotation + speed * Time.fixedDeltaTime); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float speed; public Rigidbody2D rb2D; void Start() { rb2D = GetComponent<Rigidbody2D>(); } void FixedUpdate() { rb2D.MoveRotation(rb2D.rotation + speed * Time.fixedDeltaTime); } }