I am able to set the pivot position, but I can’t find in the documentation how to rotate it.
In PB, rotate the root object itself as needed, freeze transform, then select the face or node for the pivot and set as pivot.
As general practice in any modeling program, I usually have my pivots pre planned from the beginning set in stone. I make lots of modular kits this way.
If all else fails, and more generally speaking…you can always create a parent game object and use that as a quick fix for any model with wonky pivots rotation etc. Just model rotate the mesh as needed and parent object serves as the pivot. Some situations you might not be able to probuilderize an existing model due vertices limit etc.
Hope this helps!
What about rotating the pivot itself instead of the mesh around the pivot?
It’s the same process
What I mean was, is probuilder not capable of doing that?
It’s kinda hard to explain, but you really don’t want to do that because it will screw up your mesh. You can try to select a node and use the rotate tool but it’s gonna be a disaster lol. Lol don’t do that!
yes, I’ve tried this in many variations, but still the absolute center of the mesh remains the pivot.
I’m using Probuilder 5.2.3 (upgraded from 5.2.2 in hopes of this problem being resolved) in Unity 2022.3.22.
For testing, I’m just using a simple PB cube of 1x1x1m size.
When you have the object selected, press “z” change the pivot type. This will switch between the “absolute center” and the “true pivot”.
Keep in mind this is separate from global/local orientation.
Also, be sure you are selecting the “set pivot” and NOT “set pivot to center” …these are two separate options.