Getting Back to Unity

Neo / Ipsum for Excel is almost ready for release, it should be ready latter tonight or early tomorrow morning along with a little surprise (I hope).

While I wait for final testing to get back to me with the ok I have gone back to working in Unity. Its been a while and most of the UI has changed. As part of getting back in to the swing of Unity development I decided run through some of the tutorials on the Unity website, and I am learning and re-learning a few things.

For most of the games I have made player movement was handled by waiting for WASD movement inputs and then applying the appropriate force or transform effect. In this first tutorial it used Input.GetAxis commands to determine what the input is for any given controller and use that to apply force. this has a few limitations but is much more flexible than the method I previously used most often.

Also I had decided I would make a quick rotation script to rotate the scene’s directional light, that should only take a minute right? 15 minutes, and three different methods latter I figure out that my script is working exactly the way it is supposed to but is rotating on the local axis. Because I wanted to rotate the Y axis and had already rotated the X axis this caused some silly effects. I solved this by making an empty game object, putting it in the same position as the light, setting it’s rotation to 0, 0, 0, and putting the script on that game object.

The rotation thing is something I have to relearn every time I try to do anything with rotation because of the way rotational math works (in short it seems to have an extra dimension and otherwise everything says “don’t touch unless you know what you are doing”).

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