I think I solved this a long while ago, but I can’t seem to find my previous work.
What I’m trying to do is pick out a position (a) that has a position (b) relative to that point(a) that will always be the same position relative to that point regardless of the point being moved or rotated.
Say having a position V(0,0,0) as point a. Then have the position V(0,1,0) as point b that will always be relative to that point. So if point a is rotated 90 degrees by it’s Z axis. point b would instead be V(-1,0,0) in world space but still V(0,1,0) in local space.
For some reason, I can’t remember what to do to get the position to be affected by the rotation. (through scripting)
I’ve been playing around with what you guys suggested, but multiplying by rotation seems to go berserk if I rotate by anything but the z axis. I’m sure that’s where I’m messing up.
And I don’t think I have a clue on how to get TransformPoint working for this. Though, I’ve tried using Transform Direction, which is something I remember using when working on this before, but to no avail. Might’ve been something different.
Now I’m wondering if I managed to get it working perfectly before or if I just didn’t test the possibilities. Funnily enough, I think I worked on this about a year ago. Basically making a crosshair that would have a spot chosen randomly on a disk. It effectually works, but the points aren’t affected by the rotation.
Thanks for the help though.
Might cheat with Unity’s Random.UnitSphere function, and see how that goes.
EDIT: Okay, wow. After trying to search for more info… I finally landed on answer after changing words to search for that might have a relation.
Way simpler then what I had previously, and it seems to work perfectly. Just gotta figure out how it ticks now.