I’m trying to find out the amount of full rotations (spins) in the x axis my object is doing. So far i have…

if(m_bGetRotOnce)

{

m_fGetStartXRotation = gGlobals.GetCurrentObject().transform.localEulerAngles.x;

m_fGetCurXRotation = 0;

m_bGetRotOnce = false;

}

float localX = gGlobals.GetCurrentObject().transform.rotation.x;

m_fGetCurXRotation += localX - m_fGetStartXRotation;

if(m_fGetCurXRotation >= 360)

{

m_sNumberOfFlips++;

m_fGetCurXRotation = 0;

}

This counts m_sNumberOfFlips too often, i can see how it’s going wrong, but i was wondering if anyone had a solution to this.

Thanks.