object placement on sphere, rotation deform

So i have a Tower Defense game that im making, and im attaching my towers to a sphere wich is the game level. But the tower is deformed when an enemy comes in range and it rotates towards it.

void Update ()

		if (target) {
			aim_pan.LookAt (target);
			aim_pan.eulerAngles = new Vector3 (0, aim_pan.localEulerAngles.y, 0);
			aim_tilt.LookAt (target);

			pivot_pan.rotation = Quaternion.Lerp (pivot_pan.rotation, aim_pan.rotation, Time.deltaTime * turnSpeed);
			pivot_tilt.rotation = Quaternion.Lerp (pivot_tilt.rotation, aim_tilt.rotation, Time.deltaTime * turnSpeed);

			if (Time.time >= nextFireTime) {
				FireProjectile ();

this is what rotates the tower, when i first place it its rotation is correct. aim_pan and aim_tilt are child objects. The base that rotates arount the y and the top that tilts up and down

    GameObject newStructure = Instantiate (allStructures [structureIndex], 
lastHitObject.transform.position, lastHitObject.transform.parent.rotation) as GameObject;

this is the instantiation of the tower, lastHitObject is a child plane to the sphere world. its rotated correctly aswell.

Usually deformation happens, if you put too big number after decimal point in scale parameter of a parent Transform.

For example:

  • Bad scale x=3.44345454, y=5.454353453, z=4.3240003
  • Good scale x=3.44, y=5.45, z=4.32

Good luck.