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Question by DeniseOng · Mar 14, 2017 at 06:12 AM · 2dpositionpositioningmotioncircular

Changing the placement of circular motion in 2D?

Hello :D

I've just started in unity a couple weeks back. I am attempting to make a certain circular motion happen when it's in a certain position. However because of the codes i used to create the circular motion, it goes back to the default position of 0, 0 for x and y.

 float timeCounter=0;

 float speed;
 float width;
 float height;

 void Start () {
     speed = 2;
     width = 0.3f;
     height = 0.3f;
 }
 
 void Update () {
     timeCounter += Time.deltaTime * speed;

     float x = Mathf.Cos (timeCounter) * width;
     float y = Mathf.Sin (timeCounter) * height;

     transform.position = new Vector2 (x, y);
 }


how do i place the circular motion in another position than 0, 0?

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Answer by Nehrk · Mar 14, 2017 at 07:36 AM

Hi. Try to use "%gameObject.transform.position" instead of "transform.position".

 #pragma warning disable 649
         [SerializeField]
         private GameObject _targetGameObject;
 
         [SerializeField]
         private Vector2 _offSetPosition = Vector2.zero;
 #pragma warning restore 649
 
         float _timeCounter;
         float _speed;
         float _width;
         float _height;
 
         private void Start()
         {
             _speed = 2;
             _width = 0.3f;
             _height = 0.3f;
         }
 
         private void Update()
         {
             _timeCounter += Time.deltaTime * _speed;
             float x = Mathf.Cos(_timeCounter) * _width;
             float y = Mathf.Sin(_timeCounter) * _height;
             _targetGameObject.transform.position = new Vector2(x, y) + _offSetPosition;
         }


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