update(time)
	{
		if (this.ebullobj && activated)
		{
			const direction = new THREE.Vector3();
			this.ebullobj.children[0].getWorldDirection(direction);
			this.ebullobj.position.add(direction.normalize().multiplyScalar(this.spatial.vel));
			this.ebullobj.position.y = 0.5 * Math.sin(2 * time) + 0;
		}
	}
// updating rotation of the ebull based on received inputs
updating rotation of the ebull based on received inputs
updating rotation of the ebull based on received inputs
update(time)
	{
		if (this.ebullobj && activated)
		{
			const direction = new THREE.Vector3();
			this.ebullobj.children[0].getWorldDirection(direction);
			this.ebullobj.position.add(direction.normalize().multiplyScalar(this.spatial.vel));
			this.ebullobj.position.y = 0.5 * Math.sin(2 * time) + 0;
		}
	}
update ( time ) { if ( this . ebullobj && activated ) { const direction = new THREE . Vector3 ( ) ; this . ebullobj . children [ 0 ] . getWorldDirection ( direction ) ; this . ebullobj . position . add ( direction . normalize ( ) . multiplyScalar ( this . spatial . vel ) ) ; this . ebullobj . position . y = 0.5 * Math . sin ( 2 * time ) + 0 ; } }
updating rotation of the ebull based on received inputs
updating rotation of the ebull based on received inputs