Parent of 2d sprite rotates differently in the interface as it does in the code

I have a parent empty that holds a saw sprite


The parent acts like an anchor for the childen to rotate arround, if i change the Z rotation in the editor, it turn over the anchor

but when i try to rotate it using a script (sawHolder (img2) contains the script )

the saw rotate over self and i don’t know how to make it rotate over the parent in the script, would apreciate any help, thanks!

My Script:

public class rotationSaw : MonoBehaviour {


    private void LateUpdate()
    {
        transform.Rotate(new Vector3(0,0,1));
    }
 
}

I would guess that you have the script on the saw as well.

However, I put this together quickly for someone on reddit the other day which gives you a few options if you want to use it instead. Make sure it is only on the parent object.

using UnityEngine;

public class RotateObject : MonoBehaviour
{
    public enum RotationAxis
    {
        XAxisClockwise,
        XAxisAntiClockwise,
        YAxisClockwise,
        YAxisAntiClockwise,
        ZAxisClockwise,
        ZAxisAntiClockwise
    }

    public RotationAxis rotationAxis;
    public float RotationSpeed;
    public int RotationCount = 0;
    [Tooltip("Set to 0 for infinite Roatations")]
    public int MaxRotations = 2;
    public bool Rotate = false;

    private float Rotations;   
    private Vector3 RotationDirection;
    private void Start()
    {
        StartRotating();
    }

    private void Update()
    {
        if (Rotate)
        {           
            transform.Rotate(RotationDirection * RotationSpeed * Time.deltaTime);
            Rotations += RotationSpeed * Time.deltaTime;
            RotationCount = (int)Rotations / 360;
            if(MaxRotations > 0 && RotationCount >= MaxRotations)
            {
                Rotate = false;
            }
        }
    }

    private void StartRotating()
    {
        switch (rotationAxis)
        {
            case RotationAxis.XAxisClockwise:
                RotationDirection = Vector3.right;
                break;
            case RotationAxis.XAxisAntiClockwise:
                RotationDirection = Vector3.left;
                break;
            case RotationAxis.YAxisClockwise:
                RotationDirection = Vector3.up;
                break;
            case RotationAxis.YAxisAntiClockwise:
                RotationDirection = Vector3.down;
                break;
            case RotationAxis.ZAxisClockwise:
                RotationDirection = Vector3.back;
                break;
            case RotationAxis.ZAxisAntiClockwise:
                RotationDirection = Vector3.forward;
                break;
            default:
                RotationDirection = Vector3.right;
                break;
        }
        Rotations = 0;
        Rotate = true;
    }
}