This video covers a new feature prototype for a boss in my game Tiny Cosmos. The idea involves cranes which dynamically pickup cargo containers and accurately throw them at the player, with back-swing and follow-through functionality. My hope is that it will be helpful for intermediate Unity game developers who have not yet tackled throwing physics objects using a rotating object before.
I am super excited to finish this mini-boss this week, and polish everything up to be game-ready - including the new crane mechanics. Let me know in the comments what you think about the new throwing mechanics, and I'll try to answer any technical questions as well!
It's worth noting that what is provided here is a quick prototype to show the basic concepts, code should always be cleaned up and improved for performance before using in a production game. Rigidbody constaint components can also be used instead of parenting transforms, and may be a better choice in some scenarios. But one should also keep in mind that those constraints require special considerations and update timing to make sure movement is smooth.