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Question by wiljohnstonatgoogle · Jan 21 at 03:05 AM · augmented-realityaugmentedreality

,Why is the same localPosition for two objects with the same parents showing up differently?

I'm fairly new to unity stuck on a problem to do with localPosition vs 'real world' position.

To illustrate my problem, I have:

  • Two anchor models, with the same position and rotation

  • Two cubes: respective children of the two anchor models

  • Cubes have the same localPosition (0,0,1)

Why are the cubes in completely different places? (see image)

I would have thought that if the two parents had the same position & rotation, then their children with the same localPosition would end up in the same position too.

alt text

here's the code I use to place the cubes:

 // place a cube 1m forward of the 2nd anchor
 var secondAnchorCube = Instantiate(CubePrefab, secondAnchor.transform, false);
 secondAnchorCube.transform.localPosition = new Vector3(0, 0, 1);
 
 // place a cube 1m forward of the 2nd model
 var secondModelCube = Instantiate(CubePrefab, secondModel.transform, false);
 secondModelCube.transform.localPosition = new Vector3(0, 0, 1);


screenshot-20220121-110552.png (441.5 kB)
screenshot-20220121-110552.png (441.5 kB)
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avatar image andrew-lukasik · Jan 21 at 09:36 AM 0
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Parent's scale is applied to child position as well

avatar image wiljohnstonatgoogle andrew-lukasik · Jan 22 at 05:04 AM 0
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@andrew-lukasik do you think that would change it so much? ie put them in complete opposite directions? odd, because I haven't touched the scale of either parent model..

avatar image andrew-lukasik wiljohnstonatgoogle · Jan 22 at 08:50 AM 0
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Negative scale will flip local positioin like that. Idk what happened in your case, but this is easy to debug so you can figure that out

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