Hey. So there’s an object that is rotated around some point in space. Both the point and the object are children to another object. The parent moves and rotates itself. Now, I want the parent’s rotation to stop messing around with the child’s RotateAround. How do I accomplish that, as it seems that there’s no RotateAround local overload available?
This is how the child is being rotated:
function FixedUpdate(){
if (doRotateArrow)
{
this.transform.parent.RotateAround(rotationCenter.position, Vector3(1,0,0), 200 * Time.deltaTime);
counterToggled = true;
if (fixedCounter >= 900) {
doRotateArrow = false;
counterToggled = false;
this.transform.parent.localEulerAngles.x = 0;
this.transform.parent.localEulerAngles.y = 180;
this.transform.parent.localEulerAngles.z = 180;
this.transform.parent.localPosition.x = 0;
this.transform.parent.localPosition.y = 1.05;
this.transform.parent.localPosition.z = 0;
fixedCounter = 0;
RearrangeArrow();
}
}
if (counterToggled)
fixedCounter++;
}
And this is how the parent is being rotated:
void Update (){
float mousex = Input.mousePosition.x;
xtilt = ((mousex - Screen.width/2) / (Screen.width/2)) * 2f;
transform.rotation = Quaternion.AngleAxis(xtilt,new Vector3(0,-1,0));
}