Overcoming Unintended Rotation: A Guide For Game Developers
Understanding Unintended Rotation in Games
Unintended rotation refers to when game objects rotate or spin incorrectly, in ways the developer did not intend. This causes objects to behave erratically, clipping through surfaces, stretching oddly, or otherwise breaking immersion.
Defining the problem more specifically, unintended rotation happens when game entities – such as the player character, NPCs, enemies, props, particles, or even the camera itself – turn, pitch, yaw, roll, or spin on their axes at times or in ways they should not.
Common Causes
Unintended rotation bugs most frequently stem from issues with:
- Physics engines: Incorrect mass, friction, velocity, torque, or other physics parameters can make objects unstable and prone to spinning out of control.
- Animation state graphs: Transitions between animation states failing to properly reset rotations can accumulate errors over time.
- Game code: Bugs in transform update logic, rotation functions, coroutine routines, and other scripts can unintentionally modify rotation.
Impact on Gameplay and User Experience
When players experience unintended rotation, the immersion and coherence of the game world suffers. Strange spinning, clipping, and erratic motions look glitchy and unprofessional while playing.
At best, unintended rotation merely causesvisual artifacts that harm suspension of disbelief. But at worst, they can break gameplay by stopping progress, trapping the player, or allowing sequence breaks.
Overall, unintended rotation harms users’ enjoyment, sense of polish, and can even trigger headaches or motion sickness.
Fixing Rotation Issues
Diagnosing unintended rotation takes careful retracing of steps to identify the root cause. A structured investigation helps find whether the issue lies in physics, animation, game code, or some combination.
Checking Physics Settings
Inspect all rigidbodies, colliders, joints, wheel colliders, forces, and other simulation elements that might influence object rotation. Pay particular attention to mass distribution, drag settings, collision responses, constraints, and torque values.
For example, an uneven center of mass could cause a lopsided spin. Try tweaking the object’s moments of inertia first to stabilize its physics.
Reviewing Animation Graphes
Check animation controller state graphs for problems with transitions failing to reset rotations, thus accumulating unwanted spins over time.
Print out the runtime animation state history while rotating the game object. Determine exactly which transitions and parameter settings contribute to accumulating the unintended rotation.
Then, revise transition conditions and add reset nodes before transitions to prevent rotation accumulating during state changes.
Debugging Game Code
Use debug statements, breakpoints, and step-through debugging to isolate code that unintentionally modifies rotations each frame.
Scrutinize update loops, coroutine routines, callbacks, events, and any custom rotation functions. Pinpoint the exact lines contributing to unintended spins.
Additionally, temporarily freeze other potential factors like physics and animations to confirm code is directly at fault.
Preventing Future Rotation Problems
Once specific issues get addressed, take further steps to guard against unintended rotation recurrin
Conservative Physics Tuning
Tweak mass, drag, angular drag, constraints, and torque limits conservatively to ensure physics stability.
Bias simulations towards underrotation rather than risking overrotation. Freeze axes of rotation if spinning persists.
Clean State Graphs
Reconstruct messy state graphs to use well-defined states, strict transition conditions, and rotation resets to prevent accumulation.
Enforce discipline in graph structure for robustness against state machine problems down the line.
Comment Code Thoroughly
Document scripts clearly on each frame’s intended rotations and changes over time.
Call out potentially problematic areas needing future inspection if anomalies occur.
Add Validation Checks
Detect unintended rotations at runtime with debug assertions, logs, warnings, exceptions, and utilizing error callbacks.
For example, throw errors if rotation speed, acceleration, or momentum exceed normal thresholds.
Example Rotation Constraints
Here is example code for preventing unintended rotation on game objects dynamically at runtime:
Freeze Rotation Axes
void FreezeXRotation() { transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, transform.eulerAngles.z); }
Call above function from animation events, triggers, collision callbacks, etc. Works for Y and Z axes too.
Reset Rotation on Trigger
void OnCollisionEnter() { if (collision.transform.name == "Rotater") { transform.rotation = Quaternion.identity; } }
Resets rotation to zero when colliding with “Rotater” object. Useful for keeping objects upright.
Detect Erratic Rotation via Raycast
bool CheckForRotationAnomaly() { RaycastHit hit; if (Physics.Raycast(transform.position, Vector3.down, out hit)) { if (Vector3.Angle(transform.up, hit.normal) > maxAngle) { return true; } else { return false; } } }
Raycast downwards, compare surface normal to transform’s up axis. If angle difference exceeds threshold, rotation is erratic.
Testing Thoroughly for Rotation Issues
Robust testing at all stages is key for noticing and resolving unintended rotation:
Early Playtesting
Test gameplay frequently from the very start, not just before release. The earlier issues get noticed, the easier they are to fix.
Automated Testing
Write unit tests that automatically run game scenes and scan logs for warnings related to odd rotations exceeding set limits.
Player Feedback
Actively gather user feedback on control and simulation. Follow up on complaints about physics glitches or motion sickness for clues.
Fixing unintended rotation ultimately relies both on solid technical practices, and gathering player perspectives to understand the real experience.