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When I gave a gizmo to my parent object, I saw that the gizmo wasn't in the center of my parent object. So the character is turning, but instead of rotating on its own axis, it rotates around the gizmo. I simply moved all the children to the center of my parent object (right in the middle of the gizmo) and the problem was solved.


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Sort of in response to Soonts answer, but also for other people that may wonder, like I did, I found that the formula does work after an implementation in Unity, C#. I am sorry if "reviving" this is considered bad input. Inputting W = [0, 0, Pi/2, 0] ([x, y, z, w] format) and letting t be the delta time between screen refreshes (Time.deltaTime), ...


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Have you tried Rigidbody2D.MoveRotation ? Example (press any key to rotate the object to 10 degrees): [DisallowMultipleComponent] public class Rotate : MonoBehaviour { [SerializeField] private float _angleVelocity = 10f; private Rigidbody2D _rigidbody; private bool _rotate; private void Awake() { _rigidbody = GetComponent<...


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This line extracts just 2 imaginary components out of a 4-dimensional quaternion: Vector3 rotation = new Vector3( Quaternion.LookRotation(hit.normal).x, 0, Quaternion.LookRotation(hit.normal).z ); In general, it is not safe to extract individual components of ...


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Okay, I guess I found a workaround. Thinking about what I did I realised that the problem occures because I add the rotation of the "parent" to the "child" when I start the calculations in the while loop. So after calculating the offset position, which is a direction pointing towards the child, I have to rotate this direction inversed by ...


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