The attached file shows the Hierarchy.
So what I want to happen is to rotate the Poco object based on the Control Sphere’s rotation.
So the more to the right the Control Sphere rotates the faster the Poco object rotates to the right,
And the same with the other directions. How would I code this?
It’s VR but that shouldn’t matter.(I think)
You will need to compare either rotation or some direction of the sphere to a reference empty game object, and use this value to apply a rotation to the parent object. I’d probably use Vector3.SignedAngle
so you get both positive and negative values depending on the rotation.
How would I implement this?
Just found the solution. I added the control sphere transform.right to the ships transform.right with a dampining.