I have created a way to calculate a Vector3 that is rotated around another Vector3, but I would like a way that uses proper Vector3 math (i.e not using an empty gameObject). Can anyone help?
CartesianCoordinates = new Vector3[12];
var myEmpty : GameObject = new GameObject("GameObject") as GameObject;
var thePivot : Vector3 = Vector3.zero;
var rotatedAngleX : float = 60.0;
for (var c : int = 0; c < 12; c ++)
{
myEmpty.transform.position = CartesianCoordinates
;
myEmpty.transform.RotateAround( thePivot, -Vector3.right, rotatedAngleX );
CartesianCoordinates[c] = myEmpty.transform.position;
}