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Rotation snap based on player push?

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Here is an example of the mechanic I'm trying to mimic for another project (you only need to see the rotating T shapes): http://www.youtube.com/watch?v=cftX1ShGSC4&t=0m20s Using a hinge joint and some of this make-shift code below, I was able to get a pretty nice snapping effect, but of course while the player was present in my collider, all sorts of wackiness would happen. var playerPresent : boolean = false; function Update () { if (playerPresent == false){ var vec = transform.eulerAngles; vec.y = Mathf.Round(vec.y / 90) * 90; transform.eulerAngles = vec; } } function OnTriggerEnter(collisionInfo : Collider) { if (collisionInfo.tag == "Player"){ playerPresent = true; } } function OnTriggerExit(collisionInfo : Collider) { if (collisionInfo.tag == "Player"){ playerPresent = false; } } The strangeness of the T-shape, changing orientations, and my lack of personal coding experience made an attempt at this same situation with raycasting near impossible as well. I would much appreciate any help or clues, thank you.

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