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2022.2
2022.2
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  1. Toolbox
  2. Actions

RotateBy Action

PreviousMoveTo ActionNextRotateTo Action

Last updated 2 years ago

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Overview

The RotateBy Action Node continuously rotates an by the Euler angles values specified in Offset for a given period of time, thus creating an Animation. Find an of how to use this Node and its effect over an Object at the end of this page.

Attributes

Attribute
Type
Description

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

Inputs

Input
Type
Description

Instance ID

InstanceID

(â–º) 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.

Outputs

Output
Type
Description

Instance ID

InstanceID

OnStart (â–º)

Pulse

Flows to the next Node following RotateBy Action when the Action starts.

OnEnd (â–º)

Pulse

Flows to the next Node following RotateBy Action when the Action stops.

Example

Scene Configuration

Logic

We use the RotateBy Action Node with the following Attributes:

  • Offset: (60,60,0)(60, 60, 0)(60,60,0)

  • Duration (sec): 333

  • Interpolation: Linear

Final result

Finally, the effect of the RotateBy Action Node when triggered is the following:

See Also

External Links

Furthermore, visit the page for a general introduction to these Nodes, and for more detail about the Rotation Attribute.

: Scene, Function, Prefab.

The Interpolation method to use for calculating the intermediate values of the Euler Angles. It can be , , , or .

The assigned of the Action. If nothing is received, it automatically assigns 0 as the Instance ID.

The assigned of the Action.

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 , then , and finally show the .

We consider a with two : a red and a , both of which can be easily created in the . Then, we set the Scale Attribute of the Torus to (2,2,2)(2, 2, 2)(2,2,2), its Rotation to (30,30,0)(30, 30, 0)(30,30,0), and the Position of the Light to (0,200,0)(0, 200, 0)(0,200,0). See this configuration in the following image:

We then need to configure the Logic. This is done in the .

We use first a , 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.

And we connect to it the of the red Torus and a Pulse to the Start Input Socket. Thus, having the following Logic configuration:

on Wikipedia

on Wikipedia

Logic Editor
Get Rotation Node
RotateTo Action
RotateFromTo Action
Rotation
Euler angles
configuring the Scene
build the Logic
result
Linear
Sine Ease In
Sine Ease In Out
Sine Ease Out
Object
example
Actions Nodes
Scene
Objects
Directional Light
Scene Outliner
Scope
Object Node
Rotation
Torus
Instance ID
Instance ID
The RotateBy Action Node.
The RotateBy Action Node Attributes.
Scene configuration.
Logic configuration.
Final result.