So I have two objects, parent and child. The parent is spinning using transform.rotate. The child rotates around the parent as the parent rotates because thats how their relationship works. I generalize this idea as like that of a ball on a string. you twirl the string in your hand and the ball spins around it.
If I cut the string (ball.transform.parent = null) my knowledge of physics 101 tells me the ball should continue in a straight line tangential to the rotation. When I attempt this in unity the ball sits perfectly still. It just stops the moment I de-parent it. I throw in some variables and watch the inspector and sure enough, both velocity and angular velocity of the ball while it is a child of the string’s anchor = (0,0,0). So what gives? how do I find the world velocity of an object rotating around it’s parent? If I could find that I could record that each frame and when I de-parent look up the most recent velocity and just keep using that.