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Rotation speed different in standalone build

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Hello,

I'm adding rotation function to an object based on following script: https://answers.unity.com/questions/716086/spin-a-2d-object-with-mouse-drag.html

using UnityEngine;
using UnityEngine.EventSystems;
 
public class Rotate : EventTrigger
{
    float deltaRotation;
    float previousRotation;
    float currentRotation;
    //float speed = 0.8f;
    private bool dragging;
    public GameObject pressedButton;
    //float rotateSpeed = 100f;
    /*    void Start()
    {
 
    }*/
 
    void Update()
    {
        if (dragging)
        {
            currentRotation = angleBetweenPoints(pressedButton.transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition));
            deltaRotation = Mathf.DeltaAngle(currentRotation, previousRotation);
            previousRotation = currentRotation;
            pressedButton.transform.Rotate(Vector3.back, deltaRotation); // * Time.deltaTime
        }
 
    }
 
    float angleBetweenPoints(Vector2 position1, Vector2 position2)
    {
        var fromLine = position2 - position1;
        var toLine = new Vector2(1, 0);
        var angle = Vector2.Angle …

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