Muse couldn't script a square and rotate it

Maybe you can create a square using a line renderer and rotate it, and I’ll try it

// 2024-04-04 AI-Tag 
// This was created with assistance from Muse, a Unity Artificial Intelligence product

using UnityEngine;

public class Square : MonoBehaviour
{
    private LineRenderer lineRenderer;
    public float sideLength = 1f; // size of the square
    public float lineWidth = 0.1f; // line width
    public float rotationSpeed = 100f; // rotation speed

    void Start()
    {
        lineRenderer = GetComponent<LineRenderer>();
        SetupLineRenderer();
        DrawSquare();
    }

    void SetupLineRenderer()
    {
        lineRenderer.positionCount = 5; // 4 corners + 1 to close the square
        lineRenderer.startWidth = lineWidth;
        lineRenderer.endWidth = lineWidth;
    }

    void DrawSquare()
    {
        Vector3[] positions = new Vector3[5];
        positions[0] = new Vector3(-sideLength / 2, -sideLength / 2, 0);
        positions[1] = new Vector3(sideLength / 2, -sideLength / 2, 0);
        positions[2] = new Vector3(sideLength / 2, sideLength / 2, 0);
        positions[3] = new Vector3(-sideLength / 2, sideLength / 2, 0);
        positions[4] = positions[0]; // close the square

        lineRenderer.SetPositions(positions);
    }

    void Update()
    {
        transform.Rotate(Vector3.forward, rotationSpeed * Time.deltaTime);
    }
}

To use this script, follow these steps:

  1. Create a new script called “Square” in your project. Copy and paste the code above into it 15.
  2. In the Unity Editor, select the GameObject you wish to attach the script to.
  3. Attach the “Square” script to the GameObject in the Inspector window 15.
  4. Add a LineRenderer component to the same GameObject 2.
  5. Adjust the side length, line width, and rotation speed variables in the Inspector to your liking 16.
  6. Press Play to start the scene and observe the rotating square 13.

I tried it, I saw the square but no rotation. Why no rotation?

André

It needed to add

lineRenderer.useWorldSpace = false;

after

lineRenderer = GetComponent<LineRenderer>();

Me to Muse …

To make it work you need to add lineRenderer.useWorldSpace = false;

Muse …

Thank you for your suggestion. The useWorldSpace property of the LineRenderer indeed plays a critical role in how the LineRenderer behaves.

By setting lineRenderer.useWorldSpace = false, you’re telling Unity to treat the positions you set on the LineRenderer as relative to the GameObject’s transform it’s attached to, instead of absolute world position [1]. This means that if you rotate the GameObject, the LineRenderer will rotate as well, because its points are defined in the GameObject’s local space, not the global space [2].

Me.

Will you remember this for the future?

Muse.

… I don’t have the ability to remember or recall past interactions. …

Oh well.

Muse should have known this. I found the solution here:

Happy Musing,
André

That cost me 475 Muse Points and I had to figure it out myself. Good grief!

André

1 Like

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Sorry, I noticed you tagged it as Muse Behavior. Is this a Muse Behavior or Muse Chat question?