# Parent transform not following child transform

I do not have much experience with Unity.

I have a parent gameObject A, with a transform component and a script. These parent A has several child gameobjects, each one of them is a cube, composed by a collider, a rigidbody and a joint, which connects them to each other.

I apply forces to the cubes so they reach a specific local position. However the position of the parent gameObject A, in the inspector does not change, even when other objects are throwned at the cubes, moving them to different world positions. But the gizmo in the center of the parent A, in the scene view, clearly moves as the cubes move.

How can I make the position of the parent gameObject A change simultaneously with the movement of the cubes?

Edited to complement problem.

First gif shows the behaviour, and it is possible to see that in the editor the position of the parent does not change, however the gizmo changes. The problem here is that the character returns to its original position, when it should return to the original relative position, if the parent position changed correctly.

https://giphy.com/gifs/l0Iy4FCqWReXC47kI

The second gif shows the exact same situation, but initially by moving the parent position, when the dummy returns to the original position, it returns to the position of the parent.

https://giphy.com/gifs/3o7bu4pHjNtwJ0ZYcM

You have to attach rigidbody to the parent gameObject A and connect it to the children with joint.

Thank you for the help.

I’ve already tested that type of approach, but I had problems with it, since by attaching the rigidbody to the parent gameObject, and creating a joint which connects the parent to one of the children, let’s just say that the cubes no longer reach the specific relative positions. Basically the movement of all of the cubes get completly messed up, which seems odd for me, since the mass of the rigidbody is set to the minimum possible and I’m using a fixed joint. Should I change the type of joint or the mass of the rigidbody?

I’ve also tested changing the parent’s rigidbody position to match the same position of the child it is attached to. But that makes no difference.

The objective of the gameObject A is to encapsulate all of the children, and further on I intended to use it to change the position of all elements, simultaneously.

This gif has the suggested solution.

https://giphy.com/gifs/l0Iyl4h95EAsMs5Gw