UGTK / Toolkit / Component Module / Rotation Component Completed
Rotation Component
Summary
The Rotation Component provides a flexible system for rotating game objects using customizable animation curves. It allows for precise control over rotation behavior, supporting continuous and time-based rotations with events for starting and ending rotations.
Content
Modules Dependencies
The Rotation Component module requires the following dependencies:
- Generic Component: Provides the base classes and structure for all components.
Ensure that these dependencies are correctly imported and configured in your project.
Setup
To set up the Rotation Component, follow these steps:
Rotation Component Setup
- Add your
RotationComponent Prefab(depending on the type of rotation you want) to your scene, as child of your object:
- Configure the rotation settings:
How To Use
To use the Rotation Component, you can start the rotation using the following code snippet:
- Start Rotating:
rotationComponent.StartRotating();
Testing Scene
Technical Info
The following are the main scripts and workflow of the Rotation Component. Refer to the UML section for the detailed structure.
Scripts:
- Mn_RotationComponent: Abstract base class for managing object rotations over time..
- Mn_DirectionRotationComponent: Rotates the object in a specified direction over time..
- Mn_LookAtTargetComponent: Rotates the object to look at a target over time..
- Mn_CopyTargetRotationComponent: Copies the rotation of a target object over time.
- Mn_VectorRotationComponent: Rotates the object to specific Euler angles over time.
© 2026 Marcello De Bonis. All rights reserved
Depends on 1
Used by 0
- No other module depends on it.
Measured from the repository: code references (asmdef) plus prefab and asset GUIDs. Importing this module alone brings in 1 module in total.
UGTKengine within an engine


