I’m trying to simulate a Frisbee in Unity.
For some Formulas I need the Angle of Attack (AoA).
I know I can calcuate an angle like this with Vector3.Angel(Vector3.Forward, Rigidbody.veloctity).
But my Problem is now that the Frisbee is Spinning and “Vector3.Forward” or “Rigidbody.transform.forward” is always changing.

Is there a way to calculate the Angle of Attack from a spinning object?
Im happy for every help, Thanks!
Does your object have to be spinning? Can’t you just parent the visualized frisbee object to an empty object which would be the actual moving object without any rotation.
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I need the spinning part because some forces are calculated with the torque.
I want to throw the Frisbee in VR, so the velocity the Frisbee is spinning isnt always the same, otherwise I could use a fixed velocity.
