What I wanted was to have an object Start (eventually instantiated or pooled) with a random Y direction. I have this working properly in my scene but I feel like I strong-armed this solution multiplying the Deg2Rad by 10k.
Is that going to bite me in the ass later on?
Well… I just realized my own mistake. eulerAngles does all the dirty work.
public float deg;
public float speed;
public float startRot;
private float rad;
private float yRotation;
void Awake(){
RotRandom ();
}
void RotRandom(){
startRot = Random.Range (0, 360);
}
void TurningRad() {
// yRotation = startRot * Mathf.Deg2Rad * 10000;
yRotation = startRot;
transform.eulerAngles = new Vector3 (0, yRotation, 0);
}
void Update(){
TurningRad ();
transform.Translate (Vector3.forward * speed * Time.deltaTime);
}
eulerAngles is an acceptable solution in this particular situation, but be careful using it elsewhere - especially getting the value out of it, in which case Euler angles are just plain useless.
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