I am trying to make a space ship tilt upwards when it travels upwards or tilt downwards when it falls but I'm stuck this is what I have so far
if (Input.GetKey(KeyCode.Space)) //If spacebar pressed
{
playerRb.AddForce(Vector3.up * floatForce, ForceMode.Impulse); // Add force upwards to player
}
// Rotates upwards
if (Input.GetKey(KeyCode.Space))
{
if (transform.rotation.x != -maxRotation)
{
transform.Rotate(-rotationSpeed, 0f, 0f * Time.deltaTime);
transform.Rotate(-maxRotation, 0f, 0f);
}
}
It just spins infinitely when I press down on the space bar...
Any help? Thank you
If you want to limit rotation of an object, you can modify the eulerAngles
property value.
The following script takes a couple of vectors and makes sure the object rotation remains in range between their x, y, z values.
using UnityEngine;
public class RotationLimitter : MonoBehaviour
{
[SerializeField]
private bool runOnUpdate = true;
[SerializeField]
private bool runOnLateUpdate = false;
[SerializeField]
private bool runOnFixedUpdate = false;
[Space]
[SerializeField]
private Vector3 minRotation = Vector3.zero;
[SerializeField]
private Vector3 maxRotation = Vector3.zero;
private void Update()
{
if (runOnUpdate)
LimitRotation();
}
private void LateUpdate()
{
if (runOnLateUpdate)
LimitRotation();
}
private void FixedUpdate()
{
if (runOnFixedUpdate)
LimitRotation();
}
private void LimitRotation()
{
float x = Mathf.Clamp(transform.eulerAngles.x, minRotation.x, maxRotation.x);
float y = Mathf.Clamp(transform.eulerAngles.y, minRotation.y, maxRotation.y);
float z = Mathf.Clamp(transform.eulerAngles.z, minRotation.z, maxRotation.z);
transform.eulerAngles = new Vector3(x, y, z);
}
}