Right now I have the bow’s location parented to the holding controller and I’m using this:
bowobject.transform.rotation =
Quaternion.LookRotation((holdingController.transform.position - mimic.transform.position));
to make the bow rotate with the nocking controller.
Since I’m inexperienced with Quaternions I don’t know why but the bow always stays in a perfectly straight upwards angle as seen in this short devlog here: - YouTube
I want to make it so that the bow rotates with the holding controller but still adjusts it’s rotation according to the nocking controller’s position.