# What's the Best Way to Rotate Star Systems?

I’m making a third of the galaxy with procedural planets and things, I need to know how best to make a rotation around the center of the galaxy, using animations, bones or something else,

I would also like to know how to make procedural planets automatically with rotation in a circle of stars, I have all the coordinates and names, but I need to arrange them automatically, I think it’s best to make a separate level for each star system with high-polygonal planets, and then when moving away from stars transfer the player to the main level of space, but the problem is that I don’t have the slightest idea how to implement such a script

Its unclear if you are asking for advice or for people to do your work for you.

Either way use the search feture on the forum.
Theres around 3 similar questions a week.
And plenty of different answers.

no no, I just need advice, since the solution will not help me because I won’t be able to import it, and I won’t learn to do what I want, and plus it won’t be interesting)

and I also wanted to say that the answers are not the kind that could help me)

Rotating things only requires putting them in a blueprint and adding a rotator component.

Simulating an actual star system accurately precludes that.
You need math.

No gravitational path is ever a circle - well infinite space = infinite possibilities, which probably means at some point or another a single planet orbiting a single star could potentially have a somewht fully circular orbit, so never say never when it comes to space I guess.

Your first task should be to study the motions of planeta and all of the terminology so you don’t get lost when reading astronomy papers.

The second would be to design a somewhat logically accurate gravitational model that takes ths planet you generate into account and alters the gravitationally driven pathway.

All of this is without accounting for ellipticality.
If a planet’s core spins one way or abother - often a prerequisite for life on said planet as far as we currently understand, plus electromagentic shielding - this has an effect on the gravitational pathway the planet takes. It also introduces a planet’s Tilt on its axis (why we have winter/summer).

Futher, if that planet has moons the moons affect its gravity while it, and everyithing around also affects the moon’s gravity.
Moons have different types of defined orbit, like our moon veing geosyncronous for instance.

Anyway.
Once you study up a bit on what happens out there in theory, you can easily come up with simplifies systems to make something not too realistic but functional for what you want - and hopefully good gameplay.

Forget travel, forget everything really - except for the motion of the planets, their orbits, and use a smaller scale than what is real so as to be able to represent things in a way that is possible.

Once you have something that does your math right you can usually scale it up or down or adjust whatever - in order to fit gameplay.

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Unfortunately, I studied all of this, and my only way out was the theory of probability, because I physically cannot do it any other way in the near future, perhaps this is not the best option, gravity will be created depending on the size of the object, just as if the star is neutron, then it is less likely to have poanetu, I have about 150 such variables on the sheet that will need to be taken into account, and by some miracle and magic transferred to the Unreal, and it is desirable that my RTX 2080 does not burn out in hellish agony

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