I have an object that I would like to rotate based on the axis of a different object, but at its own transformation point. Ideally, I would use something along the lines of
transform.Rotate(Vector3.forward * rotateAmount, differentObject);
so as to behave as it would if I had used Space.World instead. I don't want the object to move around a different object in space, just use its axis.
The reason for this is that I need the first object to be able to move and rotate freely while the rotation is happening, and so cannot use local axis since the axis could move over time. Nor can I used Space.World since the axis's are simply wrong.
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