Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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
1
Question by Drigomen · Mar 14, 2017 at 08:49 AM · transformparentmathchild objectmatrix

Why is transform.up different than transform.localToWorldMatrix.MultiplyVector(Vector3.up) ?

Hello,

I am conscious that arbitrary rotated child transforms get skewed (sheared) on non-uniform scaled parents. I know that it is annoying/surprising for most users, but it is mathematically right

But I noted that, in this specific scenario, the results of the transform's shortcut direction properties (transform.forward, transform.up etc.) are, to my understanding, mathematically wrong.

I expected that local axes would get skewed just like graphic objects, matching the specific transform matrix, under an arbitrary affine transformation. But it is not. As a result, transform.up yields a different result than transform.localToWorldMatrix.MultiplyVector(Vector3.up).

Official docs say that transform.up is "The green axis of the transform in world space." and it is consistent with the gizmos Unity shows in Editor. But such gizmos are always orthogonal and uniform scaled, independent of the local matrix. In other words, increasing y-axis value of a object does not move it in the direction of the gizmo's y-axis.

For example: alt text

In this image there is the default scale handle and a custom scale handle with the following code:

   void OnSceneGUI()
   {
     Handles.matrix = grid.transform.localToWorldMatrix;
     Handles.ScaleHandle(Vector3.one, Vector3.zero, Quaternion.identity, .5f);
   }

I stumbled on this when I coded a plane that should coincide with the sprite plane and I never could make it right with new Plane(transform.forward, transform.position), but I did it with new Plane(transform.localToWorldMatrix.MultiplyVector(Vector3.forward), transform.position).

I think it is, besides wrong, misleading. If the gizmos (and of course the direction properties) were transformed accordingly, people would be more aware of what is really going on in the local matrix and maybe we would see less questions like "Why is my child object acting so weird?"

capture.png (58.2 kB)
Comment
Add comment
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

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Problem retrieving transform.position after parent rotation 1 Answer

How to get relative transform between two objects? 2 Answers

How to avoid changing transform.parent? 2 Answers

Is there such a thing as Unity Algebra? 0 Answers

Affine transformations to Object 3 Answers


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