Dear Unity3D developers,
I am currently using Unity 2018.2.2019.f1.
I noticed that when I print out the world rotation of one of my gameobjects while it maintains the same rotation and position, transform.rotation does not return the same values at all times.
The first few seconds transform.rotation returns the world rotation of the object itself. However, when the object maintains it’s rotation and position for a few seconds, the values start to switch between the world rotation of the parent and the object itself over time. This is both the case for the Quaternion and eulerAngles.
This behaviour implies that transform.forward does not always project along the z-axis (blue axis) of the gameobject itself.
I couldn’t find any related topics on the Forum; so sorry if I missed related threads that deal with this!
My Questions:
- Is this a bug or am I not understanding something regarding the world rotation of a child gameobject?
- Is this a specific bug for Unity 2018.2.2019.f1 and has this been fixed in later Unity versions?
Thanks for any input!