imagine that U have this one object structure of gameobject:
Object (scale = [2, 1, 1])
|- first child (scale = [1, 1, 1])
|- second child (scale = [1, 1, 1)
|- ........ (scale = [1, 1, 1])
- child (scale = [1, 1, 1])
we take firs child and rotate it via transform.rotation (Object won’t be skewed after rotation). and Now global rotation is in eulier angles [0, 45, 0]…
the object seems to be fine, before we do next scale on group;
it’s rotation is reset’s to quiaternion.identity; … how to save it’s rotation and apply
parent scale to current mesh (rotated cube without skew before new scale)