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Parenting to a world translate/scale leaves child position intact - but not rotation?!?!
I've got an object I'm shattering into little pieces, and I want to parent chunks of these pieces to cubes for the sake of speedy rigidBody behavior. So I've got my model broken into shards, and when I start positioning cubes in the same world space as the shards, I can parent shard to cube, and the shard stays in the same world space, regardless of the translate≻ale of its new parent cube. BUT, when I apply a rotation to the new parent, the chile objects rotate around their own axis (which in this case, is many many units away from the object.) Any suggestions about how to get unity to accommodate scales, translates AND rotates when the parent operation is done, without moving the child object?
I am not entirely sure what your question is.
How is the setup here? An object parented to to another, the child is many units away from the parent, and when you rotate the parent the child rotates around the parent? And you do not want this to happen?
Answer by mgc90403 · Jan 08, 2014 at 08:50 AM
What's odd to me is that the only thing adjusted on the parent operation is the rotation.
Here's a scenario: I non-proportionally scale a cube (parentCube1) to 1,5,10, position it in space at 20,20,20. I have a sphere (childSphere1) which is scale 1,1,1 & trans 0 0 0. When I parent that sphere to the cube, it stays in the same worldspace, at the same visual scale, despite being parented to parentCube1. BUT, if I ROTATE parentCube1 by 0,10,0, then when I parent childSphere1 to it, suddenly childSphere1 rotates too, despite scale&trans visually staying the same. Seems inconsistent.