RotateBy Action
Last updated
Last updated
The RotateBy Action Node continuously rotates an Object by the Euler angles values specified in Offset
for a given period of time, thus creating an Animation. Find an example of how to use this Node and its effect over an Object at the end of this page.
Furthermore, visit the Actions Nodes page for a general introduction to these Nodes, and Rotation for more detail about the Rotation
Attribute.
Scope: Scene, Function, Prefab.
Offset
Vector3
The amount to rotate the Object by, measured in Euler angles along the X, Y, and Z axes, if none is received in the Offset
Input Socket.
Duration (sec)
Float
The total time of the Action, if none is received in the Duration
Input Socket.
Interpolation
Drop-down
The Interpolation
method to use for calculating the intermediate values of the Euler Angles. It can be Linear, Sine Ease In, Sine Ease In Out, or Sine Ease Out.
Instance ID
InstanceID
The assigned Instance ID of the Action. If nothing is received, it automatically assigns 0 as the Instance ID.
(►) Start
Pulse
A standard Input Pulse, to trigger the execution of the Node.
Object ID
ObjectID
The ID of the target Object.
Duration
Float
The total time (in seconds).
Offset
Vector3
The amount to rotate the Object by, measured in Euler angles along the X, Y, and Z axes.
OnStart
(►)
Pulse
Flows to the next Node following RotateBy Action when the Action starts.
OnEnd
(►)
Pulse
Flows to the next Node following RotateBy Action when the Action stops.
This section shows a simple example of how to use the RotateBy Action Node and the effect it has on an Object. We start by configuring the Scene, then build the Logic, and finally show the result.
We consider a Scene with two Objects: a red Torus and a Directional Light, both of which can be easily created in the Scene Outliner. Then, we set the Scale
Attribute of the Torus to , its Rotation
to , and the Position
of the Light to . See this configuration in the following image:
We then need to configure the Logic. This is done in the Logic Editor.
We use first a Get Rotation Node, which allows us to obtain an Object's current Rotation
values, and then the RotateFromTo Action Node, to which we will feed the value previously obtained and configure it for it to rotate the Object from there to a fixed value of our choosing.
We use the RotateBy Action Node with the following Attributes:
Offset
:
Duration (sec)
:
Interpolation
: Linear
And we connect to it the Object Node of the red Torus and a Pulse to the Start
Input Socket. Thus, having the following Logic configuration:
Finally, the effect of the RotateBy Action Node when triggered is the following:
Rotation on Wikipedia
Euler angles on Wikipedia