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Question by HristijanWildChild · Aug 28, 2017 at 11:41 PM · rotationtransformrigidbody2d

What is equivalent to Transform.up when moving and rotating the RigidBody2D component instead?

I am developing a 2D game.
I used to move and rotate my GameObject along a Bezier curve by altering transform properties until I did a little research and found out that using RigidBody2D methods is a lot better way to go with and offers more performance.
However, now I have a problem. I used to set transform.up to the first derivative of Bezier to rotate the object so that it always follows the curve by the right angle.
I can't find a way to properly rotate my GameObject. How can I achieve the same effect without modifying transform.up? What is equivalent to transform.up when using RigidBody2D?
Thank you!

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Answer by HristijanWildChild · Sep 01, 2017 at 02:31 PM

If anyone ever visits this question and has the same problem, this is the code to do it:

 // Move the character
 // transform.position = bezier;
 rigidBody.MovePosition(bezier);
 
 // Rotate the character so that the top of the sprite always lies on the curve
 // transform.up = firstDerivativeBezier;
 float anglesToRotate = Mathf.Atan2(firstDerivativeBezier.y, firstDerivativeBezier.x) * Mathf.Rad2Deg - 90f;
 rigidBody.MoveRotation(anglesToRotate);

And the answer lies here:
https://math.stackexchange.com/questions/477165/find-angle-at-point-on-bezier-curve https://docs.unity3d.com/ScriptReference/Mathf.Atan2.html

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