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Question by NoicePlayer · Apr 29, 2021 at 10:13 AM · transforms

Why are objects not accurately finding another object's center?

I have this script that is supposed to make one object (Enemy) go to another object (Player)'s position, and I would assume that this would result in their centers meeting, but I keep having this issue where they go to Player's edge instead. alt text

Here's the rotation script I'm using:

     lookPos = target.position - transform.position;
     Quaternion rotation = Quaternion.LookRotation(lookPos);
     transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime);

I had the same problem with transform.lookAt();

Neither object is a child.

Also this is my first post so I might've done something wrong

Thanks

centers.png (25.9 kB)
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avatar image NoicePlayer · Apr 30, 2021 at 09:38 PM 0
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The Enemies are triangular pyramids I made with ProBuilder, by taking a cube and shrinking one face down.

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Answer by NoicePlayer · May 03, 2021 at 02:45 AM

It turns our the problem was that the pivot point was not the same as the center point, as ProBuilder automatically puts the pivot on a vertex instead. So I remade the object and moved the pivot to the center and now everything works as intended.

Thank you for answering though! :)

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Answer by ShadoX · May 01, 2021 at 12:02 PM

A wild guess is that your GameObject's center isn't actually where you expect it to be.

For example - When you select the "Move tool" that shows you the 3 axis on a selected GameObject. Does it appear at the center of the object, like you would expect or is it somewhere "off center" ?

Alternatively - is this GameObject a child of another gameobject, which you are moving instead ? In that case it could be that the center of the child object doesn't align with the parents center.

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