Hi everyone,
I am currently working on a mechanic in which I have an object that mirrors it’s rotation to another object. The rotation of the mirrored object object get multiplied by a variable number and can
also be below one. This makes a problem however.
Lets say the multiplier has a value of 0.5. This means that if the main object has a rotation of 180 degrees on a specific axis, the mirrored object has 180 x 0.5 = 90 degrees on that same axis. This works as intended, but I get against a hurdle when the rotation rotates higher than 360 degrees. Because Unity sets the next degrees of 360 to 0 instead of 361, the mirrored object will multiply 0 x 0.5 = 0 instead of 361 x 0.5 = 180.5 which causes the problem that is snaps to another unintended angle.
Does anyone have any experience in solving this issue? There probably is an easy fix that I haven’t thought of
Thanks!