How do I get the angular velocity of a transform? I tried storing the localEulerAngles prior to a rotation and then subtracting that from the angles following a rotation and dividing by the time, but it doesn’t work. Any thoughts? I am not looking for the rigidbody angular velocity, unless there is a way to conver that to the transform’s angular velocity.
Is there a way to do this?
I’m having the following problem:
I bound my camera with the smoothfollow script to an empty Game Object. The empty game Object translates 1 meter a second in the worlds Z direction. This behavior creates my scroll camera.
I’m also having a Game Object with a rigidbody. If there is no user input on the rigidbody I want to match the rigidbodies Z velocity with the speed of that empty game object that moves the camera 1 meter a second.
My current workaround is to make the rigidbody and the camera a child of the empty Game Object.
Peter.