I fire a projectile into a rotatable GameObject. The projectile is traveling from the top of the screen to the bottom of the screen. In looking down on it I spin the GameObject, lets say in a clockwise direction. The projectile’s position follows the spin of the GameObject. If I stop the GameObject at 180 degrees rotation the projectile continues to travel to the bottom of the screen where it should have had its position rotated and the force(?) too. The Force is always going in the direction of firing or the rebounding. It must get this from the GameObject. So do I need to continuously update some physics parameter to change the direction of force or travel of the projectile from some rotation parameter of the spinning GameObject?
Note: I do not use gravity.
var Opponentshoot = Instantiate(Opponentshoot, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity);
//var Opponentshoot = Instantiate(Opponentshoot, GameObject.Find("SpawnPoint").transform.position,transform.rotation);
Opponentshoot.transform.parent = GameObject.Find("Phyzx").transform; //This causes curved trajectory!!!
Opponentshoot.rigidbody.AddRelativeForce(Vector3.forward * 50000);