Define curve in space or play around with rotations+velocity for orbit-like trajectory
Hi all, I'm new to Unity so I guess chances are this question is not the smartest one.
I have a 3D environment with a player centered in camera and I want to add objects that orbit this player nearby its body. They would orbit regularly, like in circles I would say... but also move up and down, from head to toes, so to speak. Something like this:
So my question is the next one. If I were to find an equation that drew the curve I want in space, would it be smart to simply "translate" the orbiting objects along that curve? Or am I forced to do things like "point to the left -> Quaternion.Slerp(...)" in every frame? Because in that way, even though I can force an orbit, I don't have full control over the points in space the orbiting objects goes through.
Let me know your thoughts please. Thank you.
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