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Question by Durahk · Nov 05, 2010 at 02:34 AM · rotationgameobjecttransform

Adding a secondary transform to a gameObject's transform

So, I'm pretty new to Unity but I have gotten the hang of attaching scripts to objects and making them behave in various ways. What I want to know is if there is a way to have a single transform (for instance the regular gameObject.transform) have a "secondary" transform attached to it?

For example, I want to be able to make an object float and rotate in the air, but I don't want its actual position to change unless I tell it to. So, if an object is created at location (10,10,10), but the secondary transform is (1,2,3), it's rendered at (11,12,13).

I tried gameObject.transform.localPosition and .localRotation but that ended up resetting its global position.

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avatar image zannghast · Nov 05, 2010 at 07:06 AM 0
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Let me get this straight, in the example you gave, you want to have an object positioned in mid-air not moving, and, yet, rotating?

avatar image Durahk · Nov 05, 2010 at 12:41 PM 0
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No, I want it to be able to keep track of its "actual" position while rendering it at the combined sum of its actual position and a sub-transformation/rotation.

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Answer by Loius · Nov 05, 2010 at 02:43 AM

Add a child object, and consider that to be the "secondary" transform - adjust its local values sa needed.

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