Make rotation gameobjects equal to parent

Hi,

I’ve scripted a amount of GameObjects that are linked to a parent. When I move around in the parent GameObject, the position of the gameobjects change too. There are textMeshes added to the GameObjects. But when I rotate it, The gameobject won’t rotate and don’t use the parent as a pivot.

How can I fix this problem. I’ve tried several approaches on Unity Answers, but they only rotate the textMeshes seperatly separately.

So what I want to do is Animate from a begin position to a target position. But when I do that, the rotation isn’t correct anymore:

gameobject.transform.position = position = Vector3.MoveTowards (gameobject.transform.position, targetPosition, step);

private  GameObject createLetter(string l, Vector3 position)
	{	
		GameObject myTextObject = new GameObject("fontPosition/"+l);

		myTextObject.transform.parent = fontPosition.transform;
		//myTextObject.transform.RotateAround(fontPosition.transform.position, new Vector3(0, 1, 0), 90);


		//float angle = Mathf.Atan2(fontPosition.transform.position.y, fontPosition.transform.position.x) * Mathf.Rad2Deg;
		//myTextObject.transform.rotation = Quaternion.AngleAxis (120.0f, fontPosition.transform.position);
		//fontPosition.transform.RotateAround (new Vector3 (1, 0, 1), fontPosition.transform.position, 90.0f);


		myTextObject.AddComponent<TextMesh>();
		TextMesh textMeshComponent = myTextObject.GetComponent(typeof(TextMesh)) as TextMesh;
		MeshRenderer meshRendererComponent = myTextObject.GetComponent(typeof(MeshRenderer)) as MeshRenderer;
		
		meshRendererComponent.material = (Material)Resources.Load( "Materials/fontMaterial");;
		meshRendererComponent.material.color = Color.white;

		textMeshComponent.font = SantasSleighFont;
		textMeshComponent.text = l;
	
		textMeshComponent.color = Color.white;

	        return myTextObject;
	
	}

Thanks, I think ive solved my problems by using both position and localPosition. When I move the particles from a begin position I use localPosition to move the particles form begin to end position. I’ve parented the textMesh instead of the complete gameObject