How to rotate 3d object by swiping?
I have a horizontal cylinder in my scene and I want to rotate it (in the z-axis) by swiping left and right, I've created this script but it didn't work, can you please tell me where's the problem?
public class SwipeControl : MonoBehaviour {
public Transform Cylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
Cylinder.transform.Rotate(0f, 0f, touch0.deltaPosition.x);
}
}
}
}
c# unity3d
add a comment |
I have a horizontal cylinder in my scene and I want to rotate it (in the z-axis) by swiping left and right, I've created this script but it didn't work, can you please tell me where's the problem?
public class SwipeControl : MonoBehaviour {
public Transform Cylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
Cylinder.transform.Rotate(0f, 0f, touch0.deltaPosition.x);
}
}
}
}
c# unity3d
4
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging oftouch0.phaseanddeltaPositionwill bring necessary information to solve the problem.
– trollingchar
Nov 21 '18 at 14:48
add a comment |
I have a horizontal cylinder in my scene and I want to rotate it (in the z-axis) by swiping left and right, I've created this script but it didn't work, can you please tell me where's the problem?
public class SwipeControl : MonoBehaviour {
public Transform Cylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
Cylinder.transform.Rotate(0f, 0f, touch0.deltaPosition.x);
}
}
}
}
c# unity3d
I have a horizontal cylinder in my scene and I want to rotate it (in the z-axis) by swiping left and right, I've created this script but it didn't work, can you please tell me where's the problem?
public class SwipeControl : MonoBehaviour {
public Transform Cylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
Cylinder.transform.Rotate(0f, 0f, touch0.deltaPosition.x);
}
}
}
}
c# unity3d
c# unity3d
edited Nov 21 '18 at 15:07
Stijn
16.4k1082127
16.4k1082127
asked Nov 21 '18 at 14:20
TaikTaik
807
807
4
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging oftouch0.phaseanddeltaPositionwill bring necessary information to solve the problem.
– trollingchar
Nov 21 '18 at 14:48
add a comment |
4
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging oftouch0.phaseanddeltaPositionwill bring necessary information to solve the problem.
– trollingchar
Nov 21 '18 at 14:48
4
4
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging of
touch0.phase and deltaPosition will bring necessary information to solve the problem.– trollingchar
Nov 21 '18 at 14:48
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging of
touch0.phase and deltaPosition will bring necessary information to solve the problem.– trollingchar
Nov 21 '18 at 14:48
add a comment |
2 Answers
2
active
oldest
votes
Are you using touch or mouse when you're testing this swiping?
Touch only works for touches, not mouse clicks.
Have you tried using the mouse input to move it around?
public class SwipeControl : MonoBehaviour {
public Transform cylinder;
private float sensitivity = 10f;
void Update()
{
if (Input.GetMouseButton(0))
{
float xAxis = Input.GetAxis("Mouse X");
cylinder.Rotate(0, -xAxis * sensitivity * Time.deltaTime, 0);
}
}
}
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
add a comment |
Don't use Cylinder as the name of your variable, cause it's a class name for Unity primitive:
https://docs.unity3d.com/ScriptReference/PrimitiveType.Cylinder.html
Edit:
As Stijn says, the code will work, but it's a bad practice name the variables exactly equal as some class name.
So if you replace the name of your variable for myCylinder for example, and your code now looks like that:
public class SwipeControl : MonoBehaviour {
public Transform myCylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
myCylinder.transform.Rotate(Vector3.Right, touch0.deltaPosition.x, Space.World);
}
}
}
}
Tell me if changing the name and setting the reference from Editor it works.
EDIT:
Take care with the Rotate function, if you are entering 3 arguments, they should be Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
So you are are currently applying 0 degrees of difference!
Here is the documentation link to Rotate function, and all the differenct constructors and overload methods that you can use:
https://docs.unity3d.com/ScriptReference/Transform.Rotate.html
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
|
show 2 more comments
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Are you using touch or mouse when you're testing this swiping?
Touch only works for touches, not mouse clicks.
Have you tried using the mouse input to move it around?
public class SwipeControl : MonoBehaviour {
public Transform cylinder;
private float sensitivity = 10f;
void Update()
{
if (Input.GetMouseButton(0))
{
float xAxis = Input.GetAxis("Mouse X");
cylinder.Rotate(0, -xAxis * sensitivity * Time.deltaTime, 0);
}
}
}
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
add a comment |
Are you using touch or mouse when you're testing this swiping?
Touch only works for touches, not mouse clicks.
Have you tried using the mouse input to move it around?
public class SwipeControl : MonoBehaviour {
public Transform cylinder;
private float sensitivity = 10f;
void Update()
{
if (Input.GetMouseButton(0))
{
float xAxis = Input.GetAxis("Mouse X");
cylinder.Rotate(0, -xAxis * sensitivity * Time.deltaTime, 0);
}
}
}
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
add a comment |
Are you using touch or mouse when you're testing this swiping?
Touch only works for touches, not mouse clicks.
Have you tried using the mouse input to move it around?
public class SwipeControl : MonoBehaviour {
public Transform cylinder;
private float sensitivity = 10f;
void Update()
{
if (Input.GetMouseButton(0))
{
float xAxis = Input.GetAxis("Mouse X");
cylinder.Rotate(0, -xAxis * sensitivity * Time.deltaTime, 0);
}
}
}
Are you using touch or mouse when you're testing this swiping?
Touch only works for touches, not mouse clicks.
Have you tried using the mouse input to move it around?
public class SwipeControl : MonoBehaviour {
public Transform cylinder;
private float sensitivity = 10f;
void Update()
{
if (Input.GetMouseButton(0))
{
float xAxis = Input.GetAxis("Mouse X");
cylinder.Rotate(0, -xAxis * sensitivity * Time.deltaTime, 0);
}
}
}
edited Nov 21 '18 at 15:21
answered Nov 21 '18 at 15:05
Ryan SinghRyan Singh
1,17631331
1,17631331
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
add a comment |
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
Thanks, it works but when swiping left the cylinder rotate right and the opposite too!
– Taik
Nov 21 '18 at 15:20
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
I've updated the answer. Try using -xAxis. It's now just using negative xAxis to do the rotation which should flip your values for you.
– Ryan Singh
Nov 21 '18 at 15:21
Thank you so much!
– Taik
Nov 21 '18 at 15:23
Thank you so much!
– Taik
Nov 21 '18 at 15:23
add a comment |
Don't use Cylinder as the name of your variable, cause it's a class name for Unity primitive:
https://docs.unity3d.com/ScriptReference/PrimitiveType.Cylinder.html
Edit:
As Stijn says, the code will work, but it's a bad practice name the variables exactly equal as some class name.
So if you replace the name of your variable for myCylinder for example, and your code now looks like that:
public class SwipeControl : MonoBehaviour {
public Transform myCylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
myCylinder.transform.Rotate(Vector3.Right, touch0.deltaPosition.x, Space.World);
}
}
}
}
Tell me if changing the name and setting the reference from Editor it works.
EDIT:
Take care with the Rotate function, if you are entering 3 arguments, they should be Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
So you are are currently applying 0 degrees of difference!
Here is the documentation link to Rotate function, and all the differenct constructors and overload methods that you can use:
https://docs.unity3d.com/ScriptReference/Transform.Rotate.html
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
|
show 2 more comments
Don't use Cylinder as the name of your variable, cause it's a class name for Unity primitive:
https://docs.unity3d.com/ScriptReference/PrimitiveType.Cylinder.html
Edit:
As Stijn says, the code will work, but it's a bad practice name the variables exactly equal as some class name.
So if you replace the name of your variable for myCylinder for example, and your code now looks like that:
public class SwipeControl : MonoBehaviour {
public Transform myCylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
myCylinder.transform.Rotate(Vector3.Right, touch0.deltaPosition.x, Space.World);
}
}
}
}
Tell me if changing the name and setting the reference from Editor it works.
EDIT:
Take care with the Rotate function, if you are entering 3 arguments, they should be Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
So you are are currently applying 0 degrees of difference!
Here is the documentation link to Rotate function, and all the differenct constructors and overload methods that you can use:
https://docs.unity3d.com/ScriptReference/Transform.Rotate.html
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
|
show 2 more comments
Don't use Cylinder as the name of your variable, cause it's a class name for Unity primitive:
https://docs.unity3d.com/ScriptReference/PrimitiveType.Cylinder.html
Edit:
As Stijn says, the code will work, but it's a bad practice name the variables exactly equal as some class name.
So if you replace the name of your variable for myCylinder for example, and your code now looks like that:
public class SwipeControl : MonoBehaviour {
public Transform myCylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
myCylinder.transform.Rotate(Vector3.Right, touch0.deltaPosition.x, Space.World);
}
}
}
}
Tell me if changing the name and setting the reference from Editor it works.
EDIT:
Take care with the Rotate function, if you are entering 3 arguments, they should be Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
So you are are currently applying 0 degrees of difference!
Here is the documentation link to Rotate function, and all the differenct constructors and overload methods that you can use:
https://docs.unity3d.com/ScriptReference/Transform.Rotate.html
Don't use Cylinder as the name of your variable, cause it's a class name for Unity primitive:
https://docs.unity3d.com/ScriptReference/PrimitiveType.Cylinder.html
Edit:
As Stijn says, the code will work, but it's a bad practice name the variables exactly equal as some class name.
So if you replace the name of your variable for myCylinder for example, and your code now looks like that:
public class SwipeControl : MonoBehaviour {
public Transform myCylinder;
void Update()
{
if (Input.touchCount == 1)
{
// GET TOUCH 0
Touch touch0 = Input.GetTouch(0);
// APPLY ROTATION
if (touch0.phase == TouchPhase.Moved)
{
myCylinder.transform.Rotate(Vector3.Right, touch0.deltaPosition.x, Space.World);
}
}
}
}
Tell me if changing the name and setting the reference from Editor it works.
EDIT:
Take care with the Rotate function, if you are entering 3 arguments, they should be Rotate(Vector3 axis, float angle, Space relativeTo = Space.Self);
So you are are currently applying 0 degrees of difference!
Here is the documentation link to Rotate function, and all the differenct constructors and overload methods that you can use:
https://docs.unity3d.com/ScriptReference/Transform.Rotate.html
edited Nov 21 '18 at 15:55
answered Nov 21 '18 at 14:36
LotanLotan
1,150215
1,150215
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
|
show 2 more comments
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I made those changes but the Cylinder still not rotating :(
– Taik
Nov 21 '18 at 14:42
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
I can't test it right now, but could you debug if is entering the "APPLY ROTATION" conditional? put some Debug.log("apply rotation"); inside the conditional, and tell me if it's printing the text.
– Lotan
Nov 21 '18 at 15:00
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
@Taik I've updated the answer, take a look at the Rotate call!
– Lotan
Nov 21 '18 at 15:05
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
Why would changing a variable name have any effect on the code? It may not be the best variable name, sure, but it doesn't matter as long as the code compiles.
– Stijn
Nov 21 '18 at 15:09
1
1
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
@Stijn Just tried, you're right, it works (it's not the best practice, but it works cause the compiler can recognize the scope), I'll update my answer, thanks.
– Lotan
Nov 21 '18 at 15:53
|
show 2 more comments
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4
"can you please help me?" is not a problem description, nor an answerable question. "I think its not the best one". Maybe not, but why would that matter? Why isn't it good enough, what is your actual problem? Please edit and improve your question in a way so that it is answerable.
– elgonzo
Nov 21 '18 at 14:23
@elgonzo I mean that the cylinder didn't rotate when swiping left and right
– Taik
Nov 21 '18 at 14:31
Is the cylinder not rotating at all or by very small angle? What are angles in the inspector when cylinder is selected? Maybe logging of
touch0.phaseanddeltaPositionwill bring necessary information to solve the problem.– trollingchar
Nov 21 '18 at 14:48