В основном я хочу сделать подпрыгивающую палку и управлять поворотом с помощью кнопки влево-вправо. Я столкнулся с проблемой, что поворот не так хорош, как я ожидал, потому что он не будет следовать за моей кнопкой, как будто на него что-то влияет после подпрыгивания ,
![](https://media.giphy.com/media/jVOO7mnVvWcgEKWBjL/giphy.gif)
I'm using 2d physics material with friction = 1
and Bounciness = 0.9797
for perfect bouncing also attached to rigidbody2d.
I don't know, should I attach it on collider?
here my Player control Script:
public Rigidbody2D r2d;
public float vertical;
public float horizontal;
public Joystick joystick;
private void Start() {
r2d = gameObject.GetComponent < Rigidbody2D > ();
joystick = FindObjectOfType < Joystick > ();
}
private void Update() {
Movement();
}
public void Movement() {
r2d.velocity = r2d.velocity.normalized * 7f;
//horizontal = joystick.Horizontal;
//vertical = joystick.Vertical;
//if (horizontal == 0 && vertical == 0)
//{
// Vector3 curRot = transform.localEulerAngles;
// Vector3 homeRot = transform.localEulerAngles;
// transform.localEulerAngles = Vector3.Slerp(curRot, homeRot, Time.deltaTime * 2);
//}
//else
//{
// transform.localEulerAngles = new Vector3(0f, 0f, Mathf.Atan2(horizontal, vertical) * -180 / Mathf.PI);
//}
}
public Vector3 target;
public float rotationSpeed = 10f;
public float offset = 5;
public void turnLeft() {
Vector3 dir = target - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
transform.rotation = Quaternion.Slerp(transform.rotation, -rotation, rotationSpeed * Time.deltaTime);
}
public void turnRight() {
Vector3 dir = target - transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, rotationSpeed * Time.deltaTime);
}