Im trying to create a system that includes sticking 4 rods to my player character to detect if an object is there but i cant get the position to stay correctly.
This is how i want it to act on all angles vs how it currently acts
There is action to change position of object and to change CENTER position of object
Position its its by default top left corner
Where center is center
And you can move both points wherever you want in object points
So
1 - check are your points in correct positions
2 - check are you changing position of position or of CENTER position
As example
You wanna clock arm to spin around center of clock like normal clock would
THEN your clock arm should be as image pointing right
And you should move its center point to to center LEFT side of that clock arm
And now you change CENTER position of clock arm to Clock.CenterX() Clock.CenterY()
I think rotation is done around center point
And origin point is just where your object will be created/moved so no point in changing origin point
But only in changing center point and using change CENTER position action
So like if let’s say main object have angle 50
And child object have angle 70
And now main object will rotate to 55
Then child object would not rotate to 75 but according to angle and distance of main object?
But that is the part i don’t get
For example if it would be cat and you stick tail to it
And now you rotate cat
Tail will act like its part of cat and will rotate in a way that looks like cat and tail is one image
Sticker extension will do that
Where other option is to for example tail would change position to where it should be but angle to which it rotate would be the same as how much you rotate cat
So in other words if cat was facing up and now its facing top left corner
Then tail would not face top left corner
But top left corner + how much distance it have from cat
I am not sure which scenario is you are aiming for