I am trying to control a large object and I need it to change it’s center of rotation actively while the object is moving. Can a quaternion have a variable center point to pivot around? Or is it fixed to where the original pivot point already exists?
If i can’t update the pivot, maybe the center rotation point stays at 0,0,0 and the object moves around it in only the x axis.
I tried separating the rotation controls out of the movement script. I did this by having one GameObject that stays static and would hopefully control the rotation of everything inside it and around its center. While a child GameObject is controlled by a movement script to move it within the rotation GameObject. The problem I had here was once I gave both GameObjects a Rigidbody it wouldn’t apply the rotation to the child object. It would only use the movement script. Do I go back to first script somehow and tell the movement part of the script to only move the child object? (I don’t know how to do that)