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Rotation around a moving object.
This question has been asked & I have searched for solutions but after applying one that seems like it should work I get odd results.
I have a rolling sphere in game & what I want is so that the up arrow rolls the ball forward, relative to the camera's direction but without effecting the Y axis, also my camera wants to be able to rotate around the ball with the left & right arrows. All of this seems to work at first but after playing around in my world for a little while I noticed my camera started banking at odd angles for no reason I can figure out. So, here is my code! Hierarchy: Sphere>Right way up>Main Camera
Attached to the camera
var targetCube : Transform;
var speed = 10;
function Update() {
// spin the object around the target at 10 degrees/second.
if (Input.GetKey (KeyCode.LeftArrow)) {
transform.RotateAround (targetCube.transform.position, Vector3.up, speed * Time.deltaTime);
}
if (Input.GetKey (KeyCode.RightArrow)) {
transform.RotateAround (targetCube.transform.position, Vector3.up, speed * -Time.deltaTime);
}
}
Then attached to 'Right way up' is this:
function Update () {
transform.eulerAngles = Vector3(0,0,0);
}
Lastly there is my movement (which right now does not zero out the force on the Y axis)
function Update(){
if(Input.GetKey(KeyCode.UpArrow)){
rigidbody.AddTorque(Camera.main.transform.right * 1);
}
}
Any insight that anyone can provide would be accepted gladly, thanks.
to be clear - are you doing this with physics? the ball has a rigidbody and a collider? or ?
The camera is a child of a child of the sphere, the child of the sphere (right way up) was suppose to stop the camera turning oddly by permanently staying upright.
And yes, the ball is a ridged body
Ah ha! whydoidoit's comment asking whether it was a child sparked an idea! I unparented the camera completely and just added a smooth follow script, thanks, that makes more sense to me now and it seems to be working :)
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