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Question by neejammer · May 14, 2015 at 09:56 PM · physicsspherefollow playeraddtorqueridgidbody

Sphere following player with right physics

My player object is a sphere that u can roll around by hitting keys. I want my other sphere object to follow my player at the same speed and with the same physics. The code i have now does follow my player how i want it. However, it does not rotate like my player does. It just slides static towards my player.

My Player (javascript) code:

 #pragma strict
  
 var speed = 25;
 var levelDepth = 15;
  
 function Start () {
  
 }
  
 function FixedUpdate () {
  
         var direction = Vector3(Input.GetAxis("Vertical"), 0, -Input.GetAxis("Horizontal"));
        GetComponent.<Rigidbody>().AddTorque(direction * speed * Time.deltaTime, ForceMode.Acceleration);
    
     if(this.transform.position.y < -levelDepth) {
         this.transform.position = Vector3.zero;
         this.GetComponent.<Rigidbody>().velocity = Vector3.zero;
     }
 }

Object sphere that follows player code:

 #pragma strict
  
 var leader : Transform;
 var follower : Transform;
 var speed : float =5; // The speed of the follower
 function Update(){
     follower.LookAt(leader);
     follower.Translate(speed*Vector3.forward*Time.deltaTime);
 }
  

What is the correct direction towards player code for the physics to actually apply to the follower object as well. How do i get the ball to rotate the exact same way as with the player controller. Help would be very much appreciated :D

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