Hello Unity folk, I’m having a little problem getting rotation straight in my project.
I’m trying to build a pinball sim (it seemed like a good physics test at the time), and I’m having two big problems at the moment. The more frustrating at the moment is managing the rotation of moving parts. The table has a 6° tilt. The flipper (and whatever other parts) has to rotate through a plane at that tilt. When I match the flipper to that angle, though, it maintains that angle when I rotate it.
Is there an existing solution out there? Or can someone drop a hint (beside “stop trying to build a lameass pinball sim”)?
You haven’t made anything close to a problem statement though. I’d think that you’d want to make all your “on-table elements” (flippers, bumpers, etc.) children of the playing surface, then tilt that playing surface to the desired angle (6 degrees). And in doing that you’d want everything to “maintain that angle” of tilt.
No? Yes? Other?
D’oh. Well, color me n00b.
The arrangement is now an empty tilted at 6°. “Within” it are the table and the one flipper I’m testing it with so far—there’s a reason I’m calling this thing “Project Whitewood.”
The result is exactly what I need. The flipper script is so beautifully generic that I can let a hundred prefabs bloom. And I just realized it solves the problem I was going to have with parts standing still when the table is shaken.
Now I have to resolve the problem of the collision mesh passing right through the ball during a flip, but that’s another thread. Or a tragic rethinking of my collision mesh.