![]() ![]() If the rotation applied should stay, then this rotation = startRot command should be removed. alt+drag between 2 adjacent vertices will align one of gizmos axes to that edge. If you want a looping rotation like that, just create an animation in unity, rather than animating through code. If you accidentally move your camera just navigate back to ZApplink properties and choose the camera you saved, it will snap the camera back to the saved position. I don't know if that is the intended behaviour, but I don't see the point in that. ZModeler is a three dimensional modeling tool, designed for users who want to develop models of vehicles and other objects of similar features for videogames such as Euro Truck Simulator, Need for Speed: Most Wanted and even Grand Theft Auto (GTA). ![]() Your object loop must be within your yield loop, rather than outside it.Īs soon as rotations are done, you are setting the transform back to it's original rotation, with objects.rotation = startRot. Your "for each object" loop is outside the scope of your yield return call, so you are rotating one object across duration, and only after that rotating the next, and the next, and so on.
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