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Question by armeg · Jul 30, 2013 at 06:02 PM · rotation

Why are these shapes deforming?

I am creating a Labyrinth-esque game as my first project and I am running into a slight problem. Here is the code that controls rotation of the plane: http://vpaste.net/dfKtX

Anyways, the problem occurs when I rotate the playingPlaneX, when rotating the playingPlaneZ it does not occur.

playingPlaneZ rotated, no rotation on playingPlaneX: http://i.imgur.com/3IrPNyU.png

playingPlaneX rotated, no rotation on playingPlaneZ: http://i.imgur.com/flQvc6l.png

The walls are setup as children of Playing_PlaneX, which is a child of Playing_PlaneZ. I would much rather prefer to use a shape made in Blender for my level, but for some reason my ball kept falling through the object when I decided to rotate it.

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avatar image robertbu · Jul 30, 2013 at 06:08 PM 0
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This is strange. Any chance you have a rigidbody on the individual pieces? Any chance you can put a package of your project on the net to take a look at? As for blender, you could model your object and then use empty child objects with box colliders for the physics.

avatar image armeg · Jul 30, 2013 at 07:01 PM 0
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I have a rigidbody on the Playing_PlaneX so that it can collide with the sphere (the sphere would just stop moving when it hit the plane without it). I'll upload a project of it in a second.

avatar image armeg · Jul 30, 2013 at 07:05 PM 0
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Here is an upload of the project folder: http://www.2shared.com/file/hf4Sx9iv/Labyrinth.html

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Answer by Owen-Reynolds · Jul 30, 2013 at 08:36 PM

Does playingPlane X or Z have scale with x/y/z not all the same? That's the most common cause of odd deforms -- Child rotation with non-uniformly scaled parents.

A fix, if you need playingPlaneX scaled (10,1,5), for example, is to have playingPlaneX be an empty, scaled (1,1,1). Then give it a new child "planeXmodel" with the correct scale.

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