- Home /
Setting child object's transform to 0,0,0 in inspector is not matching the position of its parent's transform... Why?
For the last two weeks I have been trying to figure out why my characters look rotation is slightly off only to find that even though the camera is a child of an empty game object and the camera's localPosition to it's parent is 0,0,0 they are actually not in the same place. The cameras axis is about 0.25 units infront and below it's parent even though it is 0,0,0 in inspector. The parent of the Camera is a child of the root of the character and has the same issue. It is set to 000 localposition but it is not actually there. And I don't just mean they don't look like they are in the same position... their axis are displayed in separate locations in the scene (aprox 0.25 units away from eachother). I am really confused as to how this is even possible.
$$anonymous$$aybe your pivot point is not in the middle of your child object? It's a common issue when exporting from another program
That does seem very odd. Can you add a screen shot to your Q: preferably one showing the camera in the inspector, its place in the hierarchy and its axis-gizmo in the editor-scene-window? (Also, if you want to make that blank object a cube ins$$anonymous$$d (for now), we can see how it aligns up with the camera's axis gizmo, in a single screen-shot)
$$anonymous$$ake sure your handle tool position shows pivot and not center. The toggle is next to the tool buttons at the top left of the editor.