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Question by moEJoe82 · Jan 18, 2020 at 07:48 PM · rigidbody physics

Rotating a flying platform

I have been playing with all sort of methods to figure out how to rotate an pbject with a rigid body, but was never aple to find out a good, smooth way. So basically, my scene is like this:

I have a 3d object with 2 hooks, one to the left and one to the right, if i tapped to the left a balloon will be instantiated to the left side and connected to the left hook with a line renderer, so basically the balloon is a visual object, it does not actully pul my 3d object.

So my question is, how can i rotate my 3d object, e,g, platform, along the z-axis, based on the number of left and right balloons there in the scene?

if the number of balloons on both sides are equal, the rotation of the platform is supposed to be zero, the more ballons are on one side, the more the platform will be rotated... etc.

Here is the piece of code i have came u so far:

 m_EulerAngleVelocity = new Vector3(0, 0, Mathf.Abs(leftBalloonsCount - rightBalloonsCount) * GameManager.platformRotationAngle * (rightBalloonsCount == leftBalloonsCount ? 0 : (rightBalloonsCount > leftBalloonsCount ? 1 : -1)));
             Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.deltaTime * 5);
             m_Rigidbody.MoveRotation(m_Rigidbody.rotation * deltaRotation);


Any help is REALLY appreciated!!!

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