I want to clamp the Y rotation of a rigidbodys physics in World Space to then be able to set it in code. This would leave the physics on x and z.
Thanks
Dan
I want to clamp the Y rotation of a rigidbodys physics in World Space to then be able to set it in code. This would leave the physics on x and z.
Thanks
Dan
If you want to have the ability to manipulate it in code, then do something like this:
public float RbodyAxisY = 0f;
void FixedUpdate() {
Vector3 newRot = Rbody.rotation.eulerAngles;
newRot.y = rbody_y_axis;
Rbody.rotation = Quaternion.EulerAngles(newRot);
}
and change the value of RbodyAxisY whenever you want in your script.
I know this is a four year old thread, but I’m looking to do the exact same thing and I was wondering if there was a fix for the object flipping out?