I have the following lines of code:
void OnTriggerStay(Collider col)
{
// Keep us at orbitDistance from target
myTransform.position = col.transform.position + (myTransform.position - col.transform.position).normalized * 0.8f;
myTransform.RotateAround(col.transform.position, Vector3.up, 2000 * Time.deltaTime);
StartCoroutine(DisableDrops());
}
This will rotate my particle object around my player. The pivot point of my player is at his feet so it starts rotating around the ground area. I would slowly like to increase its y over time so that it looks like the particles rotate from his feet to his head.
I tried using:
myTransform.Translate(Vector3.up* 10 * Time.deltaTime);
alongside this code, but the particles just get stuck. Is there a way I can achieve this?