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Question by ronronmx · Oct 28, 2011 at 04:50 AM · movementtransformpivot

How to move object by default pivot instead of local pivot?

I am moving objects using:

object.transform.position = newPosition;

The problem is that it's using the object's local pivot position and I need it to use the object's center pivot position (like when switching the pivot mode to "Global"). How can I force the object's position to be calculated using the center pivot?

Thanks for your time! Stephane

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Answer by syclamoth · Oct 28, 2011 at 04:57 AM

Well, the centre pivot is something which the editor gives you based on (presumably) the bounding boxes of all the selected objects. You could try using renderer.bounds.center to find the middle, and then offset all of your movements by the difference between that and the original transform center.

Better still, you could instantiate an empty object using new GameObject("name");, then set its position to the bounding box centre, and then make it the transform parent of your first object!

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avatar image 0utopia · May 13, 2012 at 02:47 PM 0
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Thank you, this helped me position the object in the center of my custom mesh.

avatar image ronronmx · May 14, 2012 at 04:52 AM 0
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Great tips, thx a bunch!!!

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