Hi guys, I have been having a problem retrieving an angle from a rigid body.

I am using this equation to get the SlipAngle from my car’s velocities.

```
private var car : Rigidbody;
var carVelocity : Vector3;
var degrees : float;
function Start () {
car = GetComponent.<Rigidbody>();
}
function Update () {
carVelocity = car.velocity;
degrees = Mathf.Atan2(-carVelocity.z,-carVelocity.x ) * 180/Mathf.PI;
}
```

The problem is if my car is rotated 270 degrees, then press play, the angle shows -180?

If i rotate the car 90 degrees, then press play, the angle is 90 to begin with.

With no lateral or longitudinal velocity???

I have a simple quad rotating with the degrees. It works great other than the fact its not 0 when it should be.

It’s either 90, 180 etc. Depending on my cars rotation when I press play.

Why does it show 90, -180 etc when my velocities are 0?

Thanks, Tim.

EDIT:

I changed it to this

```
degrees = Mathf.Atan2(carVelocity.x,carVelocity.z) * 2 * 90/Mathf.PI ;
```

Debugging in scene view produces correct values.

I have a Gizmos.DrawRay pointing in the rigidbodys z velocity’s direction.

(Forwards).

When I press play I noticed the ray extends out on the x axis because my car is already rotated 90 degrees. Is this a bug or am I doing something wrong?

z velocity is always forwards right?