I’ve got an object I’m shattering into little pieces, and I want to parent chunks of these pieces to cubes for the sake of speedy rigidBody behavior. So I’ve got my model broken into shards, and when I start positioning cubes in the same world space as the shards, I can parent shard to cube, and the shard stays in the same world space, regardless of the translate&scale of its new parent cube. BUT, when I apply a rotation to the new parent, the chile objects rotate around their own axis (which in this case, is many many units away from the object.)
Any suggestions about how to get unity to accommodate scales, translates AND rotates when the parent operation is done, without moving the child object?
What’s odd to me is that the only thing adjusted on the parent operation is the rotation.
Here’s a scenario:
I non-proportionally scale a cube (parentCube1) to 1,5,10, position it in space at 20,20,20.
I have a sphere (childSphere1) which is scale 1,1,1 & trans 0 0 0. When I parent that sphere to the cube, it stays in the same worldspace, at the same visual scale, despite being parented to parentCube1.
BUT, if I ROTATE parentCube1 by 0,10,0, then when I parent childSphere1 to it, suddenly childSphere1 rotates too, despite scale&trans visually staying the same.
Seems inconsistent.