how do i disable child to parent object ratio.

I have this Game object which is a child of another Game object. When i rotate the child through a script, The size changes based on the ratio from the child to the parent. How do i disable this ratio between object sizes. i cant move child out from parent because i need the position to be relative to the parent object for the scripts purpose to work.

That doesn’t sound right… maybe you’re accidentally scaling during the rotation? Post your rotation code and I’ll see if I can help.

if (headobject.transform.localRotation.eulerAngles.x > 330 + -(headMove + headSpeed) || headobject.transform.localRotation.eulerAngles.x < 30 + -(headMove + headSpeed)) {
            if (headMove > 0) {
                headobject.transform.Rotate (new Vector3 (1.0f, 0.0f, 0.0f), (headSpeed));
            } else if (headMove < 0) {
                headobject.transform.Rotate (new Vector3 (-1.0f, 0.0f, 0.0f), (headSpeed));
            }
        }

Hmm… I’m sorry, I have no idea why that would scale anything =/ It’s not the best solution, but you could try something like this:

Vector3 oldScale = headobject.transform.localScale;

// Your rotation code

headobject.transform.localScale = oldScale;

The rotation value isn’t the problem its the appearance the rotation scale is always the same when i run it but the appearance gets all strange when it rotates. It goes from a long rectangle to a small diamond then to a large square when it rotates which looks really strange it looks like its scale is changing but its apparently not.

Would it have anything to do with the fact that its a child of a empty object that i made so it rotates from a certain point. If i rotate the object its fine but rotates from the middle not the end where the point is. So i’m rotating the point which is the parent of the object i want to rotate would that be the reason.

I fixed the problem, The problem was i linked the game object to another prefab as a child instead of the empty object point.