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Question by boonda · Oct 09, 2014 at 05:19 AM · animation2dphysicsconstrain

rolling 2d ball, but keeping the texture from rotating

Hello. Was wondering what's the best way to constrain the texture of a 2d ball from rotating while the collision rolls and bounces it around using physics? I was thinking that I would just parent the position of the ball to another gameobject that has the collision on it.. That makes sense, but I was wondering if it's the best way to do it? creating two gameobjects in a scene just for the ball? Thanks

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avatar image Seneral · Oct 09, 2014 at 06:56 AM 0
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Do it! As I know there is no other simple way to do it, and depending on how many of these balls you wish to spawn, it will have almost no impact on performance.

avatar image Redeemer86 · Oct 09, 2014 at 07:16 AM 0
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I think you just need to Use the Lerp function and don't require rotation if you don't want to constrain the texture. In any case you won't get the visual of a rotating ball for the kind of effect you desire. Simply do a gradual position transform per frame without rotation.

Red

avatar image boonda · Oct 10, 2014 at 04:11 AM 0
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Thanks for comments. Yeah, I guess it's my way or the highway. I can't manually animate the ball, like I said it's a physics based ball.

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Answer by N1warhead · Oct 09, 2014 at 07:30 AM

I've never done 2d, but if 2d can have a Rigidbody, see if you can freeze rotational constraints.

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avatar image boonda · Oct 10, 2014 at 04:09 AM 0
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...then that would constrain the physics rotation of the ball.

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