RotateTo Action
Last updated
Last updated
This Node has different versions for Scenes and Scene2Ds. Find in the tabs below the documentation for both versions.
The RotateTo Action Node continuously rotates a Scene Object to the Euler angles specified in To
for a given period of time, thus creating an Animation.
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.
To
Vector3
The Euler angles along the X, Y, and Z axes to rotate to, if none are received in the To
Input Socket.
Duration (sec)
Float
The total time of the Action, if none is received in the Duration
Input Socket.
Interpolation
Drop-down
Instance ID
InstanceID
(►) 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).
To
Vector3
The Euler angles along the X, Y, and Z axes to rotate to.
Instance ID
InstanceID
OnStart
(►)
Pulse
Flows to the next Node following RotateTo Action when the Action starts.
OnEnd
(►)
Pulse
Flows to the next Node following RotateTo Action when the Action stops.
This section shows a simple example of how to use the RotateTo Action Node and the effect it has on a Scene Object. This concept can be applied as well to a Scene2D Object.
We start by configuring the Scene, then build the Logic, and finally show the result.
We then need to configure the Logic. This is done in the Logic Editor.
We will use two RotateTo Action Nodes in order to first perform a rotation and then reverse it. For the first one, we set the following Attributes:
Interpolation
: Linear
And for the second Node:
Interpolation
: Linear
Then, we connect to both Nodes the Object Node of the red Torus, a Pulse to the Start
Input Socket of the first RotateTo Action and the Output OnEnd
to the Start
Input of the second RotateTo Action Node. Thus, having the following Logic configuration:
Finally, the effect of the RotateTo Action Node when triggered is the following:
Rotation on Wikipedia
Euler angles on Wikipedia
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.
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.
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 and the Position
of the Light to . See this configuration in the following image:
To
:
Duration (sec)
:
To
:
Duration (sec)
: