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Question by Sphenodonta · Feb 10, 2015 at 11:10 AM · c#rotationtransformpivot

I need an object to rotate using a moving object as a pivot.

What I have is a marble maze base game, where the floor tilts and the ball rolls around. What I would like would be to have the floor, instead of tilting around the origin, have it tilt around the moving ball.(like super monkey ball does) That way the ball wouldn't bounce around and level sizes wouldn't be limited.

I've tried multiple ways, but I'm currently trying to use transform.RotateAround to use the ball as a guide.(not actually the ball, but an emptyGameObject parent of it so it isn't affected by the rolling) RotateAround doesn't seem to do what I want, but it's the only thing I can find where I can change the point around which the floor rotates.

 public class WorldTiltTest : MonoBehaviour
    {    
         public float speed;
         public float max;
         public GameObject player;
     
         void FixedUpdate()
         {
             //Player Input
             float step = speed * Time.deltaTime;
             float tiltX = -Input.GetAxis ("Horizontal") + Input.GetAxis ("Vertical");
             float tiltZ = Input.GetAxis ("Horizontal") + Input.GetAxis ("Vertical");
             Vector3 PlayerPossition = player.transform.position;
             Quaternion Rotator = Quaternion.RotateTowards (transform.rotation, Quaternion.Euler(max * tiltZ, 0, max * tiltX), step);
             transform.RotateAround (PlayerPossition,
                                     Rotator.eulerAngles,
                                     *not sure what to put here. 0 doesn't work and any number just makes it constantly spin*);
         }
     }

This is the code I'm using that actually does its job, though it only rotates around origin.

 public class WorldTilt : MonoBehaviour
 {
     public float speed;
     public float max;
 
     void FixedUpdate()
     {
         //Player Input
         float step = speed * Time.deltaTime;
         float tiltX = -Input.GetAxis ("Horizontal") + Input.GetAxis ("Vertical");
         float tiltZ = Input.GetAxis ("Horizontal") + Input.GetAxis ("Vertical");
         rigidbody.rotation = Quaternion.RotateTowards (transform.rotation, Quaternion.Euler(max * tiltZ, 0, max * tiltX), step);
     }
 }




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avatar image SaraCecilia · Feb 10, 2015 at 11:10 AM 0
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Hi, check out this other user's thread for your transform.RotateAround solution: http://answers.unity3d.com/questions/323032/how-to-rotate-one-object-around-another-one.html

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