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 positions 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.
var eulerAngleVelocity : Vector3; var rb: Rigidbody;
function Start() { rb = GetComponent.<Rigidbody>(); }
function FixedUpdate () { var deltaRotation : Quaternion = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rb.MoveRotation(rb.rotation * deltaRotation); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Vector3 eulerAngleVelocity; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void FixedUpdate() { Quaternion deltaRotation = Quaternion.Euler(eulerAngleVelocity * Time.deltaTime); rb.MoveRotation(rb.rotation * deltaRotation); } }
Teleports the object (rather than a smooth transition) if it has isKinematic
set false.