Reputation: 31
I'm making a 3D space shooter in Unity and I've run into a slight issue.
When I rotate my ship on the X axis, its rotation does the following: (a) if I rotate downward, rotation will increase (passing 360 degrees) to 90, but then come back down again after it reaches 90, even though I'm still rotating downward. (B) If I rotate upward, rotation will decrease until it reaches 270, then begin increasing again even though I'm still rotating upward -- it will, again, continue to increase until it passes 360 degrees and reaches 90, after which point it will decrease again.
The code I'm using to move/rotate the ship is as follows:
if (Input.GetKey(KeyCode.Space)) // Fly forward.
{
GetComponent<Rigidbody>().velocity += transform.TransformDirection(Vector3.forward * Time.deltaTime * flightSpeed);
audioSource.PlayScheduled(0.679);
}
else // If the space key is not being pressed, bring the ship's velocity closer to 0.
{
audioSource.Stop();
/*
if (rigidbody.velocity.x < 0) { rigidbody.velocity.Set(rigidbody.velocity.x + 1, rigidbody.velocity.y, rigidbody.velocity.z); }
if (rigidbody.velocity.y < 0) { rigidbody.velocity.Set(rigidbody.velocity.x, rigidbody.velocity.y + 1, rigidbody.velocity.z); }
if (rigidbody.velocity.z < 0) { rigidbody.velocity.Set(rigidbody.velocity.x, rigidbody.velocity.y, rigidbody.velocity.z + 1); }
if (rigidbody.velocity.x > 0) { rigidbody.velocity.Set(rigidbody.velocity.x - 1, rigidbody.velocity.y, rigidbody.velocity.z); }
if (rigidbody.velocity.y > 0) { rigidbody.velocity.Set(rigidbody.velocity.x, rigidbody.velocity.y - 1, rigidbody.velocity.z); }
if (rigidbody.velocity.z > 0) { rigidbody.velocity.Set(rigidbody.velocity.x, rigidbody.velocity.y, rigidbody.velocity.z + 1); }
*/
}
if (Input.GetKeyDown(KeyCode.LeftShift)) // Full stop.
{
GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
GetComponent<Rigidbody>().angularVelocity = new Vector3(0, 0, 0);
}
if (Input.GetKey(KeyCode.W)) // Pitch forward.
{
transform.Rotate(new Vector3(2, 0, 0));
}
if (Input.GetKey(KeyCode.S)) // Pitch back.
{
transform.Rotate(new Vector3(-2, 0, 0));
}
if (Input.GetKey(KeyCode.D)) // Rotate right.
{
transform.Rotate(new Vector3(0, 2, 0));
}
if (Input.GetKey(KeyCode.A)) // Rotate left.
{
transform.Rotate(new Vector3(0, -2, 0));
}
if (Input.GetKey(KeyCode.Q)) // Roll left.
{
transform.Rotate(new Vector3(0, 0, 2));
}
if (Input.GetKey(KeyCode.E)) // Roll right.
{
transform.Rotate(new Vector3(0, 0, -2));
}
if (Input.GetKeyDown(KeyCode.Return))
{
if (smartBombCount > 0 && GameObject.FindGameObjectsWithTag("Asteroid_Gigantic").Length == 0)
{
UseSmartBomb();
}
else
{
AudioSource.PlayClipAtPoint(buttonPress_denial, transform.position);
}
}
if (Input.GetMouseButtonDown(0))
{
// If the touch controls are either not enabled or, if they are, if the mouse is not over a GUI button, fire.
if (!gameManagerScript.GetTouchControlsEnabled()
|| (gameManagerScript.GetTouchControlsEnabled() && !MouseOverGUIButton()))
{
// Play the audio clip of the ship firing its lasers.
AudioSource.PlayClipAtPoint(fire, transform.position);
// Fire a number of shots based on which shooting upgrades this ship has, if any.
if (upgrades.Contains("Triple Shot"))
{
SpawnShot(-2.25f);
SpawnShot();
SpawnShot(2.25f);
}
else if (upgrades.Contains("Double Shot"))
{
SpawnShot(-1.5f);
SpawnShot(1.5f);
}
else
{
SpawnShot();
}
}
}
Any help is greatly appreciated, as I'm quite puzzled with this.
Thanks in advance!
Upvotes: 0
Views: 1743
Reputation: 1088
Reading this article will enlighten you.
http://answers.unity3d.com/questions/240854/transformrotate-in-x-axis.html
Also this may help you with that rotation.
http://docs.unity3d.com/ScriptReference/Transform-rotation.html
Upvotes: 0