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Colliders scale on parenting and rotation
So I am having an issue with a cube.
The cube has some box colliders added to it. But just after the cubes hits the stair on the picture, and land the colliders are all scaled. I looks like it is due to rotating and also when the cube hits the platform, it sets the platform as parrent.
my question is how to prevent this collider scaling. If the cube is not made a child of the platform, then the colliders are fine. But I need the cube to stick and follow the platform.
Answer by hexagonius · Feb 12, 2015 at 01:05 PM
If the stairs are scaled of course children get scaled too.
You could counter scale the children by "1 / parentscale". Better would be to save the position you entered the stair and move with it as long as it should. OR you create stairs in an external modelling and leave the scale at 1/1/1.
Thanks hexagonious, I am not sure if its actually bad that the colliders are scaling. I guess Ill just live with it
Answer by DESIMA · Feb 20, 2015 at 03:08 PM
One way I found also works, is if you make a grid of quads without having them scaled. Since the cubes are of size 1 and the tiles are of size 1, the parenting keeps the same scales.
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