#rigidBodyAspect.WorldFromBody.RotateY() does not work

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vague spire
#

This functions does not appear to rotate my object. Should settings in the InertialTensor have something todo with this? Even still Y is at 0.4 with X and Z being at Infitie.

Maybe I am not executing it in the correct group?

[RequireMatchingQueriesForUpdate]
[UpdateInGroup(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PhysicsSystemGroup))]

Any help would be much appreciated.

Context:

I am trying to rotate my Entity in the direction of its LinearVelocity:

 float dotProduct = math.dot(math.normalize(rigidBodyAspect.WorldFromBody.Forward().xz), math.normalize(rigidBodyAspect.LinearVelocity.xz));
                float angleDiff = math.acos(dotProduct);
                angleDiff = math.cross(rigidBodyAspect.WorldFromBody.Forward(), rigidBodyAspect.LinearVelocity).y < 0 ? -angleDiff : angleDiff;
                Debug.Log(angleDiff);
                rigidBodyAspect.WorldFromBody.RotateY(angleDiff) ;
stark meteor
#

Likely returns value