I'm trying to set up a rotating sphere that always looks at the player, with like a 1 second fade. The problem comes when setting up any sort of fade. It always restricts the rotation to only the Y axis.
This isn't a problem if there is no fade.
As of right now I can't find a way to rotate-to smoothly with any sort of Fade. I tried changing position with a tiny increment set up with "face direction" and moving towards the player, but this updates every frame so there isn't a nice slow fade.
Disable all Ignore settings, I guess you're having Ignore Y enabled (which is the default).
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So I'm actually having tons of issues with move/rotate in general. Especially if the object is a child.
For instance, something as simple as "Local change position Y+10" winds up moving to some very arbitrary locations. I've been trying to find a way around it but with no luck, it seems what I put in and what I get are totally random.
AFAIK local positions and child objects are somewhat of a mess to deal with in Unity. If you can give me some details (or a small Unity test project) I can look into it.
Post edited by gamingislove on
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Ah, I just found out this one was on me. The rotation of the model in the child was off, so Y wasn't up... Yeah, it's a mess lol Does it automatically rotate an axis for a child object to -90 for you? Just curious.
Generally, a child object is (naturally) operating in local space of it's parent (which is also in it's parent local space, etc.), which can make stuff complicated :)
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For instance, something as simple as "Local change position Y+10" winds up moving to some very arbitrary locations. I've been trying to find a way around it but with no luck, it seems what I put in and what I get are totally random.
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Does it automatically rotate an axis for a child object to -90 for you? Just curious.
Generally, a child object is (naturally) operating in local space of it's parent (which is also in it's parent local space, etc.), which can make stuff complicated :)
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