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Question by Oliver08 · Aug 20, 2018 at 09:58 PM · c#fpslocalglobalpositon

c# Object moves to global position when unparented

Hello! I am working on a FPS and a weapon dropping system but when i want to unparent a weapon to drop it, instead of moving to the 'dropPoint' it moves to the global position of what it was when it was parented. For example: I have a gun at the local position (1,1,1) to my character. When i unparent it, moves to the global position of 1,1,1. I have found that the problem is caused by my 'Gun script' as when i disable it it works fine. however, i need the gun script enabled. Does anybody know how to solve this problem? Thank You in advance! :)

Here is my gun script:

using System.Collections; using System.Collections.Generic; using UnityEngine.UI; using UnityEngine; using UnityStandardAssets.Characters.FirstPerson;

public class Weapon : MonoBehaviour {

 private Animator anim;
 private AudioSource _AudioSource;

 public float range = 100f;         //Max range of weapon
 public int bulletsPerMag = 30;    //Bullets per magazine
 public int bulletsLeft;     //Total bullets left
 public int currentBullets;   //Current bullets in mag left

 public enum ShootMode { Auto, Semi }
 public ShootMode shootingMode;

 public Text ammoText;
 public Transform shootPoint;     //The point from which the bullets leave the muzzle
 public GameObject hitParticles;
 public GameObject bulletImpact;

 public ParticleSystem muzzleFlash;    //The muzzle flash
 public AudioClip shootSound;


 public float fireRate = 0.1f;      //The delay between each shot
 public float damage = 20f;

 float fireTimer;     //Time counter for the delay
 private bool isReloading;
 private bool isAiming;
 private bool shootInput;

 private Vector3 originalPosition;
 public Vector3 aimPosition;
 public float aodSpeed = 8f;

 public float spreadFactor = 0.1f;

 public bool inInventory;



 public UnityStandardAssets.Characters.FirstPerson.FirstPersonController FPC;


 private void OnEnable()
 {
     UpdateAmmoText();   //Update when weapon switch
 }

 // Use this for initialization
 void Start() {


     anim = GetComponent<Animator>();
     _AudioSource = GetComponent<AudioSource>();

     currentBullets = bulletsPerMag;
     originalPosition = transform.localPosition;

     UpdateAmmoText();    //Show Ammo Text on start
 }

 // Update is called once per frame
 void Update() {


     switch (shootingMode)
     {
         case ShootMode.Auto:
             shootInput = Input.GetButton("Fire1");
         break;

         case ShootMode.Semi:
             shootInput = Input.GetButtonDown("Fire1");
         break;
     }

     if (shootInput)
     {
         if (currentBullets > 0)
             Fire();   //Execute fire function if we press/hold left mouse button
         else if (bulletsLeft > 0)
             DoReload();
     }

     if (Input.GetKeyDown(KeyCode.R))
     {
         if (currentBullets < bulletsPerMag && bulletsLeft > 0)
         DoReload();
     }

     if (fireTimer < fireRate)
         fireTimer += Time.deltaTime;

     AimDownSights();
 }



 void FixedUpdate()
 {
     AnimatorStateInfo info = anim.GetCurrentAnimatorStateInfo(0);

     isReloading = info.IsName("Reload");
     anim.SetBool("Aim", isAiming);
     //if (info.IsName("Fire")) anim.SetBool("Fire", false);
 }

 private void AimDownSights()
 {
     if (Input.GetButton("Fire2") && !isReloading)
     {            
         transform.localPosition = Vector3.Lerp(transform.localPosition, aimPosition, Time.deltaTime * aodSpeed);
         isAiming = true;
        
     }
     else
     {
         transform.localPosition = Vector3.Lerp(transform.localPosition, originalPosition, Time.deltaTime * aodSpeed);
         isAiming = false;
     }
 }


 private void Fire()
 {
     //This                   //Or           //This
     if (fireTimer < fireRate || currentBullets <= 0 || isReloading)
         return;

     RaycastHit hit;

     Vector3 shootDirection = shootPoint.transform.forward;
     shootDirection.x += Random.Range(-spreadFactor, spreadFactor);
     shootDirection.y += Random.Range(-spreadFactor, spreadFactor);
   
       
     

     if (Physics.Raycast(shootPoint.position, shootDirection, out hit, range))
     {
         Debug.Log(hit.transform.name + " found");

         GameObject hitParticleEffect = Instantiate(hitParticles, hit.point, Quaternion.FromToRotation(Vector3.up, hit.normal));
         //hitParticleEffect.transform.SetParent(hit.transform);
         GameObject bulletHole = Instantiate(bulletImpact, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal));
         bulletHole.transform.SetParent(hit.transform);

         Destroy(hitParticleEffect, 10f);
         Destroy(bulletHole, 3f);

         if (hit.transform.GetComponent<HealthController>())
         {
             hit.transform.GetComponent<HealthController>().ApplyDamage(damage);
         }
     }

     anim.CrossFadeInFixedTime("Fire", 0.01f);      //Play the fire animation
     muzzleFlash.Play();     //Show muzzle flash
     PlayShootSound();     //Play shooting sound effect

     currentBullets--;           //Minus 1 bullet when shoot

     UpdateAmmoText();           //Update Ammo Text

     fireTimer = 0.0f;        //Reset Fire Timer
 }


 public void Reload()
 {
     if(bulletsLeft <= 0) return;

     int bulletsToLoad = bulletsPerMag - currentBullets;
     int bulletsToDeduct = (bulletsLeft >= bulletsToLoad) ? bulletsToLoad : bulletsLeft;

     bulletsLeft -= bulletsToDeduct;
     currentBullets += bulletsToDeduct;

     UpdateAmmoText();     //Update the ammo text after reloading
 }


 private void DoReload()
 {
     AnimatorStateInfo info = anim.GetCurrentAnimatorStateInfo(0);
      
     if (isReloading) return;

     anim.CrossFadeInFixedTime("Reload", 0.01f);
 }


 private void PlayShootSound()
 {
     _AudioSource.PlayOneShot(shootSound);
     //_AudioSource.clip = shootSound;
     //_AudioSource.Play();
 }


 private void UpdateAmmoText()
 {
     ammoText.text = currentBullets + " /" + bulletsLeft;
    
 }

}

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Answer by Reivaj28 · Aug 21, 2018 at 09:58 AM

After unparenting the object, make him to move to the dropPoint.

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