Rotation problems in world space

hello all,
This is my first time posting, so please go easy on me.

I am new to unity, coming from blender, and i am trying to duplicate the simple 2d shooter game from 3dbuzz.com. i am having the problem they talked about here:

http://www.3dbuzz.com/vbforum/sv_showvideo.php?v=3615

at about 10:30 in the video, it shows the problem with rotating the enemy object in local space vs. world space. my game enemy is doing the same thing. the problem is, this tutorial was written in c#, and i am using javascript, and i don’t know how to make the translation from c# to js. here is a copy of my enemy script:

var enemySpeed: int;
var rotateSpeed: int;

function Update () {

amtToMove = enemySpeed * Time.deltaTime;

transform.Translate(Vector3.down * amtToMove);
transform.Rotate(Vector3.rightrotateSpeedTime.deltaTime, Space.World);

if(transform.position.y <= -5){

transform.position.y = 7;

transform.position.x = Random.Range(-6,6);

}

does anyone have any idea what i can do to fix this? do i need to use quaternion, or euler angles? any help is greatly appreciated.

thanks,
mike (data)

it also doesn’t seem to matter what i do with the Space.World either, i can delete it, change it to Space.Self, the enemy still behaves the same, like it’s rotating on the rim of some giant wheel and not rotating around its own right axis.

again, thank you for any help.

mike

Is the object you are observing a child object? If so, is the script on the parent, or the child?

Sorry, I thought I posted a reply to this one already, but I guess it didn’t go through on my iPod.

I was thinking about setting up a parent/child relationship, with an empty as the parent and the meteor as a child. I think then I would have to break up my enemy script so that some of it is applied to the empty and the rotation part is applied to the meteor. Is this the way to go, or is there a simpler solution that I am missing, or is this some kind of syntax that is only handled in C#?

Thanks again,
Mike