UGTK cat mascotUGTKengine within an engine Request access

UGTK / Toolkit / Component Module / Rotation Component Completed

Component Module — UGTK

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:

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

  1. Add your RotationComponent Prefab (depending on the type of rotation you want) to your scene, as child of your object:

  1. Configure the rotation settings:


How To Use

To use the Rotation Component, you can start the rotation using the following code snippet:

  1. 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:


© 2026 Marcello De Bonis. All rights reserved

Real dependenciesOpen in the map →

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.