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Question by fzzr · Oct 14, 2010 at 09:34 PM · rotationrigidbodymeshcollidercenterofmassaddrelativetorque

centerOfMass and local coordinate origin

Is there a way to set the origin of the local coordinate system of a rigidbody equal to the centerOfMass automatically calculated by the Unity engine for a MeshCollider or complex of primitives?

I don't want to arbitrarily set the centerOfMass, since I want to use the auto-calculated one, but I want to apply rotational forces relative to the centerOfMass.

I'm using addRelativeTorque to apply rotational forces.

Thank you for your time, please ask me to clarify if necessary.

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Answer by Max Kaufmann · Oct 28, 2010 at 05:25 AM

You could add an intermediate transform to act as an offsetter. E.g.

var offsetter = GameObject(transform.name + "Offsetter");
offsetter.transform.position = transform.TransformPoint(rigidbody.centerOfMass);
offsetter.transform.rotation = transform.rotation;
offsetter.transform.parent = transform.parent;
transform.parent = offsetter.transform;
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avatar image fzzr · Oct 28, 2010 at 01:32 PM 0
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Thanks! That looks like just what the coder ordered.

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