# RotateTo Action

This Node has different versions for Scenes and Scene2Ds. Find in the tabs below the documentation for both versions.

Overview

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.

Attributes

AttributeTypeDescription

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

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.

Inputs

InputTypeDescription

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).

To

Vector3

The Euler angles along the X, Y, and Z axes to rotate to.

Outputs

OutputTypeDescription

Instance ID

InstanceID

The assigned Instance ID of the Action.

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.

## Example

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.

### Scene Configuration

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 $(2, 2, 2)$ and the Position of the Light to $(0, 200, 0)$. See this configuration in the following image:

### Logic

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:

• To: $(90, 90, 0)$

• Duration (sec): $2$

• Interpolation: Linear

And for the second Node:

• To: $(0, 0, 0)$

• Duration (sec): $2$

• 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:

### Final result

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