I’m doing a 2.5D game with flat sprites that billboard to face the camera, rotating on the Y axis. I also want them to continuously rotate on the Z axis for a smooth spinning visual.
I don’t have a great understanding of Unity’s transform and rotation and can’t get these two ideas working at the same time together.
Make a short hierarchy of Transforms parented together, something like:
MySpinningOnZTransform
TheActuaSprite```
Only do the "billboard" the MyBasePrefab object (eg, rotate it around Y axis to face camera)
Always spin the MySpinningOnZTransform by setting its .localRotation:
I thought further about this one after I had posted and he could make an int that climbs from 0-360 maybe, possibly, and then he could have his transforms forward = camera transform forward + ((vector axis) * Int degree)
Thanks so much for both of your suggestions - ended up going with the Transforms solution. Visualizing things in the Hierarchy window is a lot more clear to me, and this worked perfectly.