I’ve got a spinning physics object, that’s spinning too fast for enjoyable visualisation and perception by the player. It moves around a lot, and spins really fast. I want to show it spinning slower, whilst it’s actually spinning FAST.
My solution/idea: put a sprite in front of it, that moves with it, that spins slower, and changes texture based on spin rate, as a visual proxy for the underlying object.
The proxy has a rigid body and I set the angular velocity to a percentage of the actual object. That part works, quite nicely. When they’re not connected.
However, if I nest the proxy sprite to the object, this causes it to spin at the same rate as the parent object, regardless of how I try to control it. It moves well, with the object, but rotates too well, at exactly the parent object’s rate.
If I un-nest it, and move it to the position of the object every frame, this always creates some lags and other side effects, but I do have perfect control of the spin rate.
Is there some elegant and simple solution to this type of problem I’m overlooking, where I get perfect positional representation and control over the speed of spin of the proxy object?