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Question by AntLewis · May 21, 2013 at 01:21 PM · rotationparentchild

Child ignoring parent rotation?

Hi guys. I have a sphere rigidbody w$$anonymous$$ch I'm currently using to represent a character w$$anonymous$$le in the prototyping stage of a project. Moving forward, I want to maintain the sphere rigidbody for collision, but turn of it's renderer and instead play a simple animation that shows a character running.

However, I want the animation (w$$anonymous$$ch will be a 2D anim) to always face the forward, effectively ignoring the rotation of the sphere (I'm assuming it would be the c$$anonymous$$ld of the sphere rigidbody) - so if you like, imagine the monkey in Super Monkey Ball, or a hamster in a ball - they both stay upright facing forward, w$$anonymous$$le the sphere they are in rotates. I'm wondering how best to ac$$anonymous$$eve t$$anonymous$$s - is there anyway for a c$$anonymous$$ld to ignore or counteract it's parent rotation in an elegent manner? Or perhaps there's a simpler solution altogether.

Thanks for any suggestions

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Answer by robertbu · May 21, 2013 at 01:34 PM

Instead of making the 2D character a c$$anonymous$$ld, just have the 2D character track the parent.

 var track : Transform;
 
 function Update() {
    transform.position = track.position;
 }

Or you could just reset the rotation each frame. You might have to do it in LateUpdate().

 transform.roation = Quaternion.identity;
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avatar image AntLewis · May 21, 2013 at 03:13 PM 0
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Of course! (always looking for the complicated answer). Thanks very much!

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