What is the math theory when a child object moves with the parent transform?
I am doing an angle indicator which shows a field of view, which works fantastic when the angle is static. But I cannot get the field of view indicators to play nice with the angle changing. Everytime I change the angle, the indicators are reset to default positions and then the direction indicator and FoV indicators are out of sync.
There is of course a ghetto way of resetting the whole thing when changing the angle, but I'd prefer not to do it that way.
The red circles are the points which are used to draw the FoV lines and they are childed to the white sphere. If the angle is not modified after start they follow the white sphere nicely and show the FoV correctly.
Here is how it looks after trying the dynamic angle changing. The FoV lines should be pointing to the right and the white sphere should be in the middle.
Currently I am changing the red circles' position based on the angle given(transform is the green square in the middle.):
leftAngle.transform.position = transform.position + new Vector3(Mathf.Cos(firstLineRendererAngle * Mathf.Deg2Rad), 0, Mathf.Sin(firstLineRendererAngle * Mathf.Deg2Rad)) * 10; rightAngle.transform.position = transform.position + new Vector3(Mathf.Cos(secondLineRendererAngle * Mathf.Deg2Rad), 0, Mathf.Sin(secondLineRendererAngle * Mathf.Deg2Rad)) * 10;
How do I add the position of the FoV direction sphere to emulate parent-child relationship with the objects?