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Question by noatom · Jun 13, 2014 at 01:26 PM · rotationparentforce

Rotating the parent makes the whole object move

What I want to do: have a sphere on which force is applied when W is pressed. But in order to add force forward, I have to add a parent that won't rotate when force is added, so the parent's axis will stay at the right place.

Also, this is like a third person view, the camera is behind the sphere.

But, if I add force to the sphere and it moves, I also have to update the parent's position, I do like this:

 transform.position = child.transform.position - child.transform.localPosition;

The problem is, when I right click I want to rotate the sphere and camera 90 degrees. I do it like this: camera.transform.RotateAround(transform.position,new Vector3(0,1,0),-90); transform.parent.Rotate(0,90,0);

However when I click and rotate the entire thing, the sphere moves out of the scene, without me doing anything but the rotation.

What am I doing wrong?

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Answer by andrew-lukasik · Jun 13, 2014 at 03:20 PM

Sir, use this:

     public Vector3 inputDir = Vector3.zero;
     public Quaternion rotateInputDir = Quaternion.Euler(0f,0f,0f);//< initial rotation
     private Vector3 myPrevPos = Vector3.zero;
 
     void Start () {
         myPrevPos = transform.position;
     }
 
     void Update () {
         inputDir = new Vector3(Input.GetAxis("Horizontal"),0f,Input.GetAxis("Vertical"));
         rigidbody.AddForce( rotateInputDir * inputDir * 10f );
         if (Input.GetMouseButtonDown(1)) {
             rotateInputDir *= Quaternion.Euler(0f,90f,0f);
             Camera.main.transform.RotateAround( transform.position , Vector3.up , 90f );
         }
         Camera.main.transform.position += transform.position-myPrevPos;
         myPrevPos = transform.position;
     }


PS: using this don't parent here these objects with each other

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