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CloseRigidbodyオブジェクトを指定する角度へ回転します
For kinematic rigidbodies it applies friction based on the motion of the rigidbody. This lets you simulate moving / rotating platforms with rigidbodies sitting on top of the elevator. If you want other rigidbodies to interact with the kinematic rigidbody you need to move it in the FixedUpdate function.
var eulerAngleVelocity : Vector3 = Vector3 (0, 100, 0); function FixedUpdate () { var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rigidbody.MoveRotation(rigidbody.rotation * deltaRotation); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Vector3 eulerAngleVelocity = new Vector3(0, 100, 0); void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rigidbody.MoveRotation(rigidbody.rotation * deltaRotation); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public eulerAngleVelocity as Vector3 = Vector3(0, 100, 0) def FixedUpdate() as void: deltaRotation as Quaternion = Quaternion.Euler((eulerAngleVelocity * Time.deltaTime)) rigidbody.MoveRotation((rigidbody.rotation * deltaRotation))