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fryBender
  • Member for 11 years, 9 months
  • Last seen more than 3 years ago
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locking a rotation on an axis(yaw/pitch/roll) based on a parental transform
Unfortunately the suggested solution doesn't appear to be working well. I think the only solution I might have is to find an appropriate look at vector and lock the up vector according to the parent's up vector. The issue with using Euler angles appears to be the same as my initial issue. If I am correct this is because of Eulers duality and the solution doesn't lie with Euler angles but rather with vectors. I'll update my question soon to represent what I'm truly trying to accomplish(part of it is in fact locking an axis )
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Question about designing and controlling a forklift's forks
The reason why I wanted the tines to have a rigidbody is because they will need to pick up pallets that are in the scene, which also have rigidbodies. If the driver is not careful the pallet can slip and fall off the tines
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Make my Tower continously fire at enemy while inside collider?
You never instantiated the list. Create an Awake method and instantiate your list there. void Awake() { targetedEnemies = new List<GameObject>(); }
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Pathfinding across multiple levels
Zehelvion, thanks a lot for your input. I followed your advice and after a bit of optimizing it works very well.
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