I've two gameObjects, sphereOne
and sphereTwo
as the children of an empty gameObject both
.
I've this C# code attached to a sphereTwo
private void Update() =>
transform.RotateAround(sphereOne.transform.position,
new Vector3(0, 1, 0), 100 * Time.deltaTime);
This lets sphereTwo
rotate around sphereOne
.
When I rotate the parent gameObject both
, it rotates only on that specific plane.
How do I dynamically update the transform position of the rotating sphere so that it lies on the same plane as the parent Object's rotation?