rot | 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.
//Attach this script and a Rigidbody to your GameObject. To do this click the GameObject, click the Add Component button in its Inspector, and go to Physics>Rigidbody.
using UnityEngine; using System.Collections;
public class Example : MonoBehaviour { //Make sure you attach a Rigidbody in the Inspector of this GameObject Rigidbody m_Rigidbody; Vector3 m_EulerAngleVelocity;
void Start() { //Set the axis the Rigidbody rotates in (100 in the y axis) m_EulerAngleVelocity = new Vector3(0, 100, 0);
//Fetch the Rigidbody from the GameObject with this script attached m_Rigidbody = GetComponent<Rigidbody>(); }
void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.deltaTime); m_Rigidbody.MoveRotation(m_Rigidbody.rotation * deltaRotation); } }
Teleports the object (rather than a smooth transition) if it has isKinematic
set false.