I did this script, but the shot gets in a loop in the air, rather than keep moving straight forward. I want the shot to go forward and at the same time spin in the air.
It’s pretty simple if you make a parent object that has the physics/logic for the “go straight” portion of the equation, and the model child object have the physics/logic for the “spin in place” portion. That way it can spin independently of the object’s forward movement.
As to how to spin it without messing up the trajectory as a single object, transform.Translate is relative to the current orientation by default, so you’d need to specify transform.Translate(direction * speed, Space.World)… I think.
Thank you Lysander. In this case, can I create an empty object like parent that moves forward and, inside it, create a child object that will be the rotating shuriken?