---
tags:
    - "Physics, 2D"
---

# Set Rigidbody 2D Rotation

[Physics 2D](../index.md) / [Rigidbody 2D](index.md) / **Set Rigidbody 2D Rotation**

## Description

Sets the Rotation property of Rigidbody 2D component

## Parameters

| Name | Description |
| :--- | :---------- |
| Rigidbody 2D |  |
| Value |  |

## Code

```cs
// <auto-generated>
// This script was automatically generated using the Visual Script Transpiler.
// Do not modify. Changes to this file will be lost when updating the package.
// </auto-generated>

using System;
using UnityEngine;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Title("Set Rigidbody 2D Rotation")]
    [Category("Physics 2D/Rigidbody 2D/Rotation")]
    [Description("Sets the Rotation property of Rigidbody 2D component")]
    
    [Image(typeof(IconPhysics), ColorTheme.Type.Lime, typeof(Badge2D))]
    [Keywords("Physics, 2D")]
    
    [Parameter("Rigidbody 2D")]
    [Parameter("Value")]
    
    [Serializable]
    public class GenInstructionNumber_Rigidbody2D_SetRotation : Instruction
    {
        [SerializeField] private GetGameObject m_Rigidbody2D = new GetGameObject(
            new GenTypeGameObject_Rigidbody2D()
        );
        
        [SerializeField] private GetNumber m_Value = new GetNumber();
        
        [SerializeField] private TweenTransition m_Transition = new TweenTransition();
        
        [NonSerialized] private bool m_IsComplete;
        
        protected override string GetTitle(GameObject source)
        {
            string member = TextUtils.ThemeAsKeyword("Rotation");
            return $"{this.m_Rigidbody2D} {member} = {this.m_Value}{this.m_Transition}";
        }
        
        protected override async Awaitable Run(Args args)
        {
            Rigidbody2D component = this.m_Rigidbody2D.Get<Rigidbody2D>(args);
            if (component == null) return;
            
            bool wait = this.m_Transition.Await;
            this.m_IsComplete = false;
            
            TweenManager.Run(new TweenInstanceInput<float>(
                component,
                "rotation",
                component.rotation,
                (float) this.m_Value.Get(args),
                this.OnUpdate,
                wait ? this.OnFinish : null,
                this.m_Transition.GetDuration(args),
                this.m_Transition.EaseMode,
                this.m_Transition.TimeMode
            ));
            
            if (wait) await this.Until(this.IsComplete);
        }
        
        private void OnUpdate(Component component, float value)
        {
            if (component is not Rigidbody2D componentRigidbody2D) return;
            componentRigidbody2D.rotation = value;
        }
        
        private void OnFinish() => this.m_IsComplete = true;
        
        private bool IsComplete() => this.m_IsComplete;
    }
}


```

