I have four rectangular platforms put around a square platform. On the end of each rectangular platforms, I set up some spawn points to generate cubes with arrows sign on its face. The generated cube will be rotated immediately to change the direction that the arrow indicated after it is generated. All other three rectangular platforms were rotated from the ‘0’ platform. But my original codes that rotating the cube do not work for platform 1 & 3. Although I have found how to change it to make it works, I still cannot understand why my original codes failed. The version I used is 2019.4.18f1
Unworkable way
GameObject cube = Instantiate(dirCubeTypes[Random.Range(0, 6)], dirCubePoints[Random.Range(0, 4)]);
cube.transform.Rotate(transform.forward, 90 * Random.Range(0, 4));
The figure below shows the cube generated on the platfrom 3. I want it to rotate around z-axis, but the codes above make it rotate around its x-axis instead of z-aixs. I know the third parameter is relativeTo**,** and the default value is Space.self. Why doesn’t the codes above make it rotate along the z-axis in its own local coordinate system?
Workable ways
I have tried out three workable ways, but for two of them, I still don’t know why it works.
This one works well. If I use Vector3.forward in Space.self, I think it should rotate around the x-axis of the cube itself, but it rotate around its z-axis.
GameObject cube = Instantiate(dirCubeTypes[Random.Range(0, 6)], dirCubePoints[Random.Range(0, 4)]);
cube.transform.Rotate(Vector3.forward, 90 * Random.Range(0, 4));
This one also works well. But I am confused either.
GameObject cube = Instantiate(dirCubeTypes[Random.Range(0, 6)], dirCubePoints[Random.Range(0, 4)]);
cube.transform.Rotate(transform.forward, 90 * Random.Range(0, 4), Space.World
);
The last one is the only one that works as I think.
GameObject cube = Instantiate(dirCubeTypes[Random.Range(0, 6)], dirCubePoints[Random.Range(0, 4)]);
cube.transform.RotateAround(transform.position, transform.forward, 90*Random.Range(0,4));