Timeline for Unity Follow Object Movement in Local Space?
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Mar 24, 2022 at 21:11 | vote | accept | MidnightCoffee | ||
| Mar 24, 2022 at 21:12 | |||||
| Feb 27, 2022 at 0:17 | comment | added | MidnightCoffee | I don't believe so, no. I actually found a solution that works a bit better for me, but still the issue of it jumping at the beginning. I will update the question with this new info. | |
| Feb 27, 2022 at 0:11 | comment | added | DMGregory♦ | I'm not able to reproduce those issues, so I'll need you to edit your question to include a Minimal Complete Verifiable Example. Once I can reproduce the problem, I can test potential fixes. Something to check for: do you have non-unit scales applied to any of these objects or their parents? | |
| Feb 27, 2022 at 0:03 | comment | added | MidnightCoffee | Thanks so much for the suggestion. With this code I'm getting a strange behavior where it almost seems too sensitive? Like a small change in the leader results in a more significant change in the follower. Also, this functionality needs to be put on "pause" or only execute in certain situations. In my original code, I put a guard clause in the update (omitted here for clarity). When I try to start the coroutine the follower jumps to some seemingly random position, rather than "continuing" motion from its starting position/rotation. If that makes sense... | |
| Feb 26, 2022 at 23:49 | history | answered | DMGregory♦ | CC BY-SA 4.0 |