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Question by wmcritter · Mar 27, 2015 at 07:02 AM · rotationtransformquaternion

What causes a rotation to reset after instantiation?

I have encountered a very unusual issue and hope somebody can explain it to me and help me find a solution. Basically, here is what I'm trying to accomplish: I want to instantiate a game object, set it's parent, tweak it's position, and make sure there is no rotation. My code:

 Transform player = GameObject.FindGameObjectWithTag(Tags.player).transform;
 //instantiate the object
 GameObject itemInHand = (GameObject)Instantiate(ItemDictionary.blah blah balh);
 //set the parent
 itemInHand.transform.SetParent(player);
 //tweak it's position


         itemInHand.transform.localPosition = new Vector3(-0.681f, -0.547f, 1.57f);
 //make sure there is no rotation
 itemInHand.transform.rotation = Quaternion.identity;


Everything works great except for the rotation. When I step through the code, it works and is set to zero, but as soon as I step out of the code and the game resumes, the rotation is set to a random value. Anyone know why that would happen?

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avatar image TheCatProblem · Mar 27, 2015 at 02:28 PM 0
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This might be related to global vs. local rotation if itemInHand's parent is rotated such that its coordinate axes are not aligned with those of the global/world frame. Your code is currently setting itemInHand's rotation such that it isn't rotated relative to the global coordinate frame; perhaps you should be setting its tranform's localRotation property ins$$anonymous$$d.

Also note that Instantiate() sets the new object's global rotation to Quaternion.identity by default, so the last line of your current code will have no effect.

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Answer by wmcritter · Mar 27, 2015 at 03:29 PM

yeah, all I had to do was change .rotation to .localRotation.

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