So it seems in Unity 6, you can not rotate any child objects correctly, I’ve uploaded a gif for this, and you can simply recreate it by:
- Create a new Cube Object
- Make the scale of it (1,1,2).
- Copy and paste it.
- Drag the new cube and add it as a child object of the original one.
- Try rotating the Child cube.

Hello,
Regarding your issue I see two things happening:
- Mesh is deformed
- Collider does not align with the Mesh of the GameObject
I’ve found that these two issues are actually known:
Regarding the Collider you can see it’s progress here: Unity Issue Tracker - Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
Regarding the Mesh deforming it’s actually By Design: Unity Issue Tracker - Rotation causes skewing when Transform is a child of a non-uniformly scaled Transform
As described on the Issue Tracker why it’s By Design:
“Skewing or shearing when the parent object of a 3d transform is non-uniformly scaled is expected behaviour. It is an artifact of how transform matrices work, not specific to Unity or any game engine.”
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Thank you GediminasR!
But the problem with Collider is still a big pain here, the link posted in the Unity Issue Tracker - Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform is not available anymore, so I was wondering is there a quick solution we have here for now?
If this is by design, I would argue it’s not very good design. Try the exact same thing in a competing game engine such as Unreal Engine and the rotation works as expected and the mesh does not get horribly deformed as it does in Unity 6. It’s especially confusing thanks to the bug with the colliders not getting deformed.
Hey,
Oh it’s a formatting issue, if you take a look at the plain URL link you can see the link is duplicated in the same line.
This link should work, I just removed the second https: URL from the link and it worked fine:
It’s actually the same link I posted in the “Regarding the Mesh deforming…” part in my previous message.
The By Design resolution shows: “Skewing or shearing when the parent object of a 3d transform is non-uniformly scaled is expected behaviour. It is an artifact of how transform matrices work, not specific to Unity or any game engine.”
Now regarding a workaround there isn’t one written down, so I’m unsure if there is one, I’ll try asking around.