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Inconsistent Scene loading, Armature Rotation problem.
Good Aftenoon,
Semi-experienced user here.
Problem
- The problem here is that an object's local rotation is different between scene loads. When I initially load the scene in the editor and in android builds, my character's sword (which is a simple gameobject with a few scripts, and is parented to the character's armature) is in the correct local position, which is (0,0,0), and has the correct local euler rotation, (0,0,0). However, when I reload the scene with "SceneManager.LoadScene(0)", the local position and rotation of the sword randomly changes.
It can be observed here: https://imgur.com/a/mAaPaFz
If anyone can share any information, I would appreciate it.
Known Information:
-The gameobject STARTS at (0,0,0) position and rotation after each scene load, but quickly changes to the incorrect position.
- The model is made in blender, and the output scale of the model is set to 1, using blender units. -The import settings for the model are correct in unity, and the scale is set to 1. -The model is for some reason downsized after import, and to compensate Unity automatically scales the Mesh and the Armature in the scene to 100. As a result, the sword gameobject has to be scaled to 0.01 size. The parent gameobject stays at scale 1, though. I don't understand why unity downsizes the model like this (despite the export settings from blender and the import settings in unity being set correctly (to 1:1 scale), any information on this as well would be great.
Thank you for any feedback.
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