I have 2 sphere prefabs Sphere1 and Sphere2 the problem is that Sphere2 doesn’t orbit Sphere1 it just does a large orbit.
Here’s the code i have tried.
var orbitspeed = 20.0;
var Sphere1Prefab:Transform;
function Update () {
transform.RotateAround(Sphere1Prefab.position, Vector3.up, Time.deltaTime * orbitspeed);
}
Thankyou for any help.
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Here is a cool little script someone wrote for me a while back. Just adjust a var or two to get the axis you want it to rotate around 
///////////////////////////////////////////////////////////////////////////////////
var rotationMask = Vector3(0, 1, 0); //which axes to rotate around
var rotationSpeed = 5.0; //degrees per second
var rotateAroundObject: Transform;
///////////////////////////////////////////////////////////////////////////////////
function FixedUpdate() {
if (rotateAroundObject) {//If true in the inspector orbit <rotateAroundObject>:
transform.RotateAround(rotateAroundObject.transform.position,
rotationMask, rotationSpeed * Time.deltaTime);
}
else {//not set -> rotate around own axis/axes:
transform.Rotate(Vector3(
rotationMask.x * rotationSpeed * Time.deltaTime,
rotationMask.y * rotationSpeed * Time.deltaTime,
rotationMask.z * rotationSpeed * Time.deltaTime));
}
}
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Thanks this is good, But the orbit is huge how do i do a smaller orbit…?
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As is the object orbits at the radius/distance from the transform. But you could do all kinds of things with a var or two (ie) make it move in and out from the orbits center. Or rotate around its own axis while rotating around the center transform. :idea:
What you making anyway? 
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Hi thanks for your help… I’m just a newbie to this and really just making a sort or 3D/2.5D space invaders, So i’m trying to sort of create a solar system as a back drop.
While also learning as i go along so to speak.
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