# How to move an object up and down based on other object rotation?

Hello, I am a new Unity user.

I am creating a project where I need to rotate a sort of knob along the z axis (I am planning to use LeanTouchRotateAxis). Based on the rotation of this knob I need to control the movement of another object, that I want to move up and down.

I am not practical with C# code, which is why I am looking for suggestions.

Thank you very much to anyone willing to help

Youâ€™re welcome to see my rotating controls in the attached package.

Note where the angle is used to drive the rotationâ€¦ thatâ€™s probably the kind of value you want.

Relevant code excerpt from the enclosed package (SEE)

``````    void PerformCircularRotation()
{
// where is our center on screen?
Vector3 center = Camera.main.WorldToScreenPoint(transform.position);

// angle to previous finger
float anglePrevious = Mathf.Atan2(center.x - lastPosition.x, lastPosition.y - center.y);

Vector3 currPosition = Input.mousePosition;

// angle to current finger
float angleNow = Mathf.Atan2(center.x - currPosition.x, currPosition.y - center.y);

lastPosition = currPosition;

// how different are those angles?
float angleDelta = angleNow - anglePrevious;

// rotate by that much
transform.Rotate(new Vector3(0, 0, angleDelta * Mathf.Rad2Deg));
}
``````

Thank youuu, it works!

1 Like

I have an additional question. I cannot make this work when I export on Android, due to the OnMouseDown() event. Can I ask you if thereâ€™s a way to solve this?
Thank you!

It isnâ€™t because of thatâ€¦ the above code works fine on Android. Iâ€™m testing it right now on my phone.

Start using Debug.Log() to find out what is happening.

What is often happening in these cases is one of the following:

• the code you think is executing is not actually executing at all
• the code is executing far EARLIER or LATER than you think
• the code is executing far LESS OFTEN than you think
• the code is executing far MORE OFTEN than you think
• the code is executing on another GameObject than you think it is
• youâ€™re getting an error or warning and you havenâ€™t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling `Debug.Log()` statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

• is this code even running? which parts are running? how often does it run? what order does it run in?
• what are the values of the variables involved? Are they initialized? Are the values reasonable?
• are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as `Debug.Log("Problem!",this);`

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Hereâ€™s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

You must find a way to get the information you need in order to reason about what the problem is.