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Question by RandomUser123 · Sep 16, 2015 at 11:50 AM · particlesrotatetranslate

Rotate particles around player while moving up

I have the following lines of code:

 void OnTriggerStay(Collider col)
 {
     // Keep us at orbitDistance from target
     myTransform.position = col.transform.position + (myTransform.position - col.transform.position).normalized * 0.8f;

     myTransform.RotateAround(col.transform.position, Vector3.up, 2000 * Time.deltaTime);
                 
     StartCoroutine(DisableDrops());
 }

This will rotate my particle object around my player. The pivot point of my player is at his feet so it starts rotating around the ground area. I would slowly like to increase its y over time so that it looks like the particles rotate from his feet to his head.

I tried using:

 myTransform.Translate(Vector3.up* 10 * Time.deltaTime);

alongside this code, but the particles just get stuck. Is there a way I can achieve this?

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avatar image sys12 · Sep 16, 2015 at 12:01 PM 0
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What if you comment the StartCoroutine?

avatar image RandomUser123 · Sep 16, 2015 at 12:58 PM 0
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 IEnumerator DisableDrops()
     {
             yield return new WaitForSeconds(20.0f);
             gameObject.SetActive(false);
     }


All this does is disables the object after 20 seconds

avatar image sys12 RandomUser123 · Sep 16, 2015 at 01:45 PM -1
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What is myTransform? Why not just use transform.Translate(Vector3.forward * Time.deltaTime); to see if it gets stuck?

avatar image RandomUser123 sys12 · Sep 16, 2015 at 02:16 PM 0
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myTransform is cached in the awake function for better performance, makes such a big difference if using distance variables.

 Transform myTransform;
 
 void Awake()
 {
     myTransform = transform;
 }

So what I have is the exact same as what you suggested.

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Answer by aldian · Sep 16, 2015 at 01:32 PM

if you set the position with a nested empy gameobject at his feet and at his head then you can use a smoothdamp

http://docs.unity3d.com/ScriptReference/Vector3.SmoothDamp.html

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