i want a child to follow parent but ignore Y rotation change.
I think something like this:
Vector3 startRot;
void Start () {
Vector3 startRot = transform.rotation.eulerAngles;
}
private void Update()
{
transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.x, startRot.y,transform.rotation.z));
}
Sorry, I try, but it don’t work for my case. And I find out what I really need is:
A-B-C
B is child of A, C is child of B.
A don’t move, but B move and rotate
And I want C always stay at A transform.forward direction, while following B position and rotation.
Then you want basically the same thing, but instead of using the start rotation, you use the grandparent.
transform.rotation = Quaternion.Euler(new Vector3(transform.rotation.x, A.rotation.transform.eulerAngles.y,transform.rotation.z));
Otherwise maybe try :
transform.rotation = A.transform.rotation;