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Question by wisnia93 · Sep 20, 2016 at 04:04 PM · rotationparentchildchangelocalrotation

Changing parent at runtime rotates object.

Ok, So I'm working on some 3D horror game and I want my Player to be the child of the room I'm in. Using Triggers parent are set correctly, but since the rotation of some rooms are different my Player's localRotation is changing (and Player is looking at different angle). My code fragment:

         if (other.name == "corridor2")
         {
             if (transform.parent != corridor2.transform)
             {
                 Debug.Log("Before (global): " + transform.eulerAngles);
                 Debug.Log("Before (local): " + transform.localEulerAngles);
                 transform.SetParent(corridor2.transform);
                 Debug.Log("After (global): " + transform.eulerAngles);
                 Debug.Log("After (local): " + transform.localEulerAngles);
             }
         }

Debug Results:

alt text

I've tried overriding rotation and localRotation right after parent change, but it doesn't seems to change anything.

debug.png (10.4 kB)
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avatar image ScaniX · Sep 20, 2016 at 01:34 PM 0
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I don't understand the problem. That is the expected behaviour. When changing the parent, the local rotation, scale and translation is changed to keep the global orientation, scale and position. In most cases that is the wanted behaviour.

If you want to keep the local values, you can use the second parameter as documented here: https://docs.unity3d.com/ScriptReference/Transform.SetParent.html

avatar image wisnia93 · Sep 20, 2016 at 03:49 PM 0
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Problem is when I'm entering another room my player (with camera attached) rotates about 90 degrees (Y rotation of the room from I'm co$$anonymous$$g is 0, and room I'm going to is 270) so I'm walking straight into my trigger (function above) and then suddenly I'm walking left.

avatar image ScaniX wisnia93 · Sep 20, 2016 at 04:03 PM 0
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Are you using a custom player controller? If so, you should post the movement script. If not, probably some other script is accidentally using local rotation for movement.

The movement of the player is usually done using the forward axis, which is not changing when reparenting objects.

avatar image wisnia93 ScaniX · Sep 20, 2016 at 04:26 PM 0
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I'm using First Person Controller from Standard Assets, I don't rotate player in any of my scripts.

              Debug.Log("Before (global): " + transform.eulerAngles);
             Debug.Log("Before (local): " + transform.localEulerAngles);
             Debug.Log("Before (forward): " + transform.forward);
             transform.SetParent(corridor2.transform);
             Debug.Log("After (global): " + transform.eulerAngles);
             Debug.Log("After (local): " + transform.localEulerAngles);
             Debug.Log("After (forward): " + transform.forward);

alt text

Forward axis seems not to change in any way, but my player's rotation still changes and I have no clue why. (I mean camera in game rotates, global rotation of player stays the same so it doesn't make much sense either)

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