Hi, I have soon finished my jumping script for a ball, the only thing that I now need to do is to make sure that the ball translates upwards regardless of how I rotate it. Any help or ideas would be great ![]()
ball.transform.Translate(Vector3.up * Time.deltaTime * movementSpeed);
I don’t remember if Vector3.up is space- or object coordinates, but simply doing
transform.Translate(0, MovementSpeed * Time.deltatime, 0);
//may require Space.World after it so...
transform.Translate(0, MovementSpeed * Time.deltatime, 0, Space.World);
or
transform.Translate(Vector3.up* MovementSpeed * Time.deltaTime,Space.World
may work.
Didn’t test it tho, hopefully it works.