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Question by Super Flat · Nov 10, 2011 at 12:18 AM · rotationpositionrotateorbitaround

Making an object rotate around a sphere

I'm trying to make a ship sail around a sphere but i'm having some issues turning it when i need too. The code i have makes it sail perfectly in a straight line around the sphere but the moment i need it to turn it flips out.

If i comment out the transform.rotation in the Update() and use RotateTowards(). It will turn towards the target but it wont align the ship with the surface. If i leave that line uncommented anything RotateTowards does is ignored.

 void Update()
 {
 
     GetFSM().Update();
     
     lastPosition = transform.position;

     Vector3 newPos = lastPosition + transform.rotation * ForwardSpeed * Time.fixedDeltaTime * 0.1f;//
     newPos = newPos.normalized * altitude;
     
     transform.position = newPos;
     transform.rotation = Quaternion.FromToRotation( Vector3.up, newPos ) * Quaternion.Euler(0, angle, 0);*/
 }

 public void RotateTowards (Vector3 targetPos) 
 {        
     Vector3 relative  = transform.InverseTransformPoint( targetPos );
     angle = (Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg) * Time.deltaTime ;

     transform.Rotate (0, angle * Time.deltaTime, 0);
 }
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Answer by ocularcash · Nov 10, 2011 at 05:59 AM

I don't see why have all that but if your just orbiting just make an empty gameobject and place it as a child so you can use it as a rotation point and attach this and it should work just fine. public int rotSpeed;

 void Update ()
 {
     transform.Rotate(rotSpeed * Time.deltaTime, 0, 0);
 }

hope this works for you

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avatar image Super Flat · Nov 10, 2011 at 09:18 AM 0
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I'd like to avoid attaching objects to the sphere. But let's say I do, how would i be able to navigate (move forward around the sphere and turn to targets) using that?

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