Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jesper-Nielsen · Nov 20, 2014 at 01:58 PM · transformpositionlocalposition

Setting position on parent transform with many children - performance

I was wondering what happened when updating the position of a parent transform with many children. Will all of the childrens positions be updated to their new world space positions or is Transform.position a calculated property?

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MrSoad · Nov 20, 2014 at 02:00 PM 1
Share

If you move the parent then all the children should move with it(their position is calculated in relation to the parent(local). There are some exceptions to this, one being that if a child has a rigidbody then it will be moved by the physics engine independently of its parent. Also if you child objects have a different scale to the parent(or sometimes if any of the objects, parent or child, have a scale that is not (1,1,1)) then the movement can also be scaled(smaller or larger depending upon the scale being smaller or larger)

The best thing to do it to try different setups, play with the transform settings (scale etc) and observe what happens as a result. :)

avatar image Jesper-Nielsen · Nov 20, 2014 at 02:18 PM 0
Share

I know the children will have new positions in world space i their parent is translated - but what I would really like to know if this new position is calculated immediately or if the property returns a calculated value based on localposition and the hierachy. The reason is that I was considering moving large areas around including terrain and hundreds/thousands of objects. Basically translating the whole game world.

avatar image MrSoad · Nov 20, 2014 at 02:30 PM 0
Share

I don't know the answer to that, could you do a quick timed test in a new scene moving them individually in one test and via the parent in another test to see if you get any difference in performance?

Remember to cache your transforms if you do this, otherwise there is the chance that it could alter the results in favor of doing it via the parent move method ...

avatar image Jesper-Nielsen · Nov 20, 2014 at 02:45 PM 0
Share

Thanks that was a good idea. I was planning to deal with floating point imprecisions in a huge world by dividing it into a number of large squares (like 256*256 units) and always have the square with the character controller be at world zero. When moving the character controller to another square this new square should be translated to world zero (and the same translation applied to every other square). That way all objects close to the camera should have many digits of precision. If every single transform will be translated explicitely then I don't think it's feasible:)

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Find a gameobject with the same position 2 Answers

Control the speed of movement of object? 2 Answers

Updating localPosition(?) in a scaled transform parent 1 Answer

GameObject position and localPosition not changing in hiearchy, only in script. 0 Answers

Storing transforms from objects in Array 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges