I’m using this code:
local RunService = game:GetService("RunService")
local PartToOrbit = workspace.asdfg.Head
local OrbitingPart = script.Parent
local RotStep = 0
RunService.Stepped:Connect(function()
RotStep = RotStep + 1
OrbitingPart.CFrame = CFrame.new(PartToOrbit.Position) * CFrame.Angles(0, math.rad(RotStep), 0) * CFrame.new(1, 0, 1)
OrbitingPart.Orientation = PartToOrbit.Orientation * Vector3.new(1, -1, 1)
end)
To simulate an orbiting effect without the object always facing whatever it’s orbiting, but instead facing the same direction. I’m trying to multiply the orientation with a negative to flip the object because the mesh is backwards, but it doesn’t actually flip.