Rotation problems

I am trying to make a chain of objects parented under each other all match the rotation of the highest object. For instance, if I have 5 objects and I rotate the topmost in the hierarchy, they will all curve together into a spiral. Object 1’s rotation might be 10 on z, so 2 would also be 10, and thus have double rotation. But it seems to be being zeroed out. Here is the code on each child object:

#pragma strict

private var orig : GameObject;

function Start () {
    
    orig = GameObject.Find('def_hair1');

}

function Update () {

    this.gameObject.transform.rotation.eulerAngles = orig.transform.rotation.eulerAngles;

}

Thanks for any help you might be able to provide!

Use localRotation if you want to set the rotation in local space (i.e. in relation to the parent transform). Transform.rotation always sets it in world space (i.e. in relation to the origin).

Awesome thanks!