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Question by NoGo86 · Nov 02, 2012 at 02:27 AM · rotationparentchildpostion

Child world location

Info.... I have a parent Cube with a separate collision box on each side attached to an empty as its children. Each empty is named CubeSideX as x is 1-6.

I am rotating the parent as such (Temporarily)

 if (Input.GetKeyDown(KeyCode.Z))
 {
     transform.Rotate(90, 0, 0);
 }

I Store the Y position of each CubeSide with this

CubeSide1PosY = CubeSide1.transform.position.y;

I then determine which side has the highest Y value and put a "TOP" Tag on it.

Question.... Why does My CubeSide Position not change as I rotate my parent? I thought transform.position gets the world position?

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Answer by NoGo86 · Nov 12, 2012 at 04:53 AM

Instead of the accessing the child position via gameobject.transform.position.x ect. I set the (x, y & z) axis to var's on each child and accessed them from the parent with

 var xPosSide1 : float = transform.Find("Side1").GetComponent(ScriptSide).xPos;
 

its a bit more code then I would like but it does what I need.

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Answer by Montraydavis · Nov 02, 2012 at 02:47 AM

If

 if (Input.GetKeyDown(KeyCode.Z))
 {
     transform.Rotate(90, 0, 0);
 }

is what you are using, I don't see where specify it rotating to face the object.

Are you trying to have the Target look at the Object? ( Does Transform LookAT () work for you ? )

 function Look ( )
 {
    gameObject.transform.LookAt ( Target.transform ) ; // Param Type 'Transform'
 }

If you're trying to get the child to rotate along with the parent, you really shouldn't change your rotation values... It does this automatically.

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avatar image NoGo86 · Nov 02, 2012 at 02:58 AM 0
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The transform.Rotate is used on the parent not the child. What is happening is when my parent cube x rotation 0 the child position y = 0. When my parent's x rotation is 90 the child's y still is 0 even tho it is really not.

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