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Question by
cpchristenson · Jun 19, 2014 at 02:40 PM ·
particleparentingoffsetboneworld space
Parenting World Space Particle to a Bone
When I attach a particle that uses world space to one of my character's bones, it has an offset on the Y. If I change the particle to use local space, this offset goes away.
Why does parenting to a skeletal mesh cause my world space particle to have an offset?
UPDATE: It appears that this has to do with the humanoid rig. When parented to a generic rig, the particle plays correctly.
Comment
Answer by Jeff-Kesselman · Jun 19, 2014 at 02:41 PM
when you parent an existing object to another object, unity sets the transform so the world position of the object stays the same.
You can clear it with the pull down menu in the transform component or by setting the transform.position to Vector3.zero in code.
Thanks, but the transform is definitely zeroed out.