rotate a transform relative to parent rigidbody speed vector
Hi there ! I wanted my child sprite to rotate relative to the parent rigidbody movement.
I suppose that I need to get my velocity vector and modify the rotation of the child accordingly, but does anybody know the proper way to write it down ?
Thanx all !
I can't get exactly what do You want. Could You provide some example picture?
On the other hand, if You have moving object, and its child should "orbit" around him, there is a simple solution: Transform.RotateAround, You move parent, and position of a child would also change, the rotation is handled by this function.
Answer by RemDust · Aug 20, 2016 at 04:43 PM
I just realized 2D joints should do exactly what i want... Just to clarify : i wanted a flying guy with a kind of trailing cape, with proper pivot points, joints should do the job, right ?
Yes, they could. If You have a patience to test them and place properly. :P
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