Timeline for Change transform.localPosition to act like transform.Translate with Space.Self
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
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Feb 13, 2023 at 18:47 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
Tagging, title, removing edit heading
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Oct 29, 2020 at 8:08 | vote | accept | Ardoos | ||
Oct 28, 2020 at 16:55 | answer | added | DMGregory♦ | timeline score: 2 | |
Oct 28, 2020 at 13:23 | comment | added | Ardoos | To be honest I didn't think setting height would be such a problem and it was easier for me to calculate it that way. I don't think it's a problem though. Plane is rotated correctly and setting it using transform.localRotation would give the same result. | |
Oct 28, 2020 at 12:18 | comment | added | Zibelas | why are you using transform.rotation and not transform.localRotation? | |
Oct 28, 2020 at 12:09 | history | edited | Ardoos | CC BY-SA 4.0 |
added 29 characters in body
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Oct 28, 2020 at 11:57 | comment | added | Ardoos | @Zibelas I updated my question with class snippet. I hope it helps with understanding my issue. | |
Oct 28, 2020 at 11:57 | history | edited | Ardoos | CC BY-SA 4.0 |
added 2806 characters in body
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Oct 28, 2020 at 11:35 | comment | added | Ardoos |
@Zibelas I'm setting it this way. The targetPosition variable is based on raycast hit. transform.localPosition = Vector3.SmoothDamp (transform.localPosition, targetPosition, ref moveVelocity, moveSmoothTime); The thing is that y axis is height of the object. During move object should be lets say 1 unit above ground. So i want to add this value to targetPosition . Vector3.up won't work correctly as I want to apply this 1 unit based on transform rotation, not global rotation. I though transform.up would work this way, but clearly I'm wrong.
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Oct 28, 2020 at 10:56 | review | First posts | |||
Oct 28, 2020 at 18:44 | |||||
Oct 28, 2020 at 10:52 | history | asked | Ardoos | CC BY-SA 4.0 |