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Question by sashakhxn · Sep 21, 2020 at 10:10 PM · euleranglesrotation axischild objectparent-childparent transform

Rotate Child with parent, keeping Child axis in the original direction

Hey guys, I've been struggling with this problem for a couple of days now. I've got two cylinders (child objects) on each end of a stick (parent), when I rotate the stick, I want the cylinders to move with the stick, but I also want them to remain facing up. I've tried using transform.localRotation, EulerAngles, lookAt() you name it, nothing works. I figured it's because the child inherits the parent's rotation.

Also important to note is that I'm not using rigidbodies Any help would be greatly appreciated! Thanksalt text

screen-shot-2020-09-21-at-40819-pm.png (30.5 kB)
screen-shot-2020-09-21-at-40846-pm.png (54.1 kB)
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Answer by oStaiko · Sep 21, 2020 at 11:00 PM

You have several options here, depending on the behavior you want. If you want them to be free-moving physics bodies, then attach a Rigidbody on both of the cylinder, and connect them to the bar using a Hinge Joint component. This will let them swing a bit as the bar moves.

If you want them to always stay perfectly vertical, you can either: Unparent them and attach a script that makes them follow the position of the bar tips without changing their rotation - or keep them parented, and attach a script to them that changes their rotation to Quaternion.identity at the end of every frame.

I'd also recommend reworking their hierarchy a bit too. Create two empty objects to represent the tips of the bar where you want to the cylinders to be 'attached to', and have your scripts follow that transform.

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Answer by SlowCircuit · Sep 21, 2020 at 11:49 PM

If you want them to move with the stick but stay in their original rotation, then you would set their rotation not their local rotation.

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