MoveRotation and RotateAround at the same time

Hi,
Is it possible to rotate the object both around its pivot and around another object at the same time?
I have two separate scripts, in one I rotate the object around itself (using MoveRotation), and in another I rotate it around another object (using RotateAround). If only one rotation is “working” at the time everything’s fine, but if I rotate simultaneously (both around its pivot and around other object), only one rotation is working (the one that started first).
Thanks.

I think you’d need a delay of some kind, or you’d need to do both rotations at the same time and set them at the same time.

You’d need to rotate the object initially, but don’t actually rotate the object, just store what its rotation should be, and then find the influence of the other object on that object and adjust the stored rotation accordingly, then set that rotation right at the end. Otherwise you’re going to end up in a mess with two simultaneous rotations that aren’t going to work together.

Rotating around other object is not a rotation acrually, it changes only position of object. Try use that to avoid conflicting rotations.

Although it can involve a rotation if the object is non-uniform and gravity is involved.

Rotation of one object around another is just circle motion. If you want to simulate physics with gravity that’s completely different thing.

It’s not just a motion, because the object is non-uniform (as CraftCreeperDev noticed).
Basically, I rotate the object around two pivots (one pivot is of itself, and the other one is the pivot of the other object).

You’d have to do what I said originally or do something with Unity’s physics engine to get this to work I believe.