Maybe I’m missing something. I want to make one object a child of another. Both objects are positioned the way I want them. I drag object A onto object B in the Hierarchy panel and A is now a child of B. But A’s now rotated 40 or so degrees from where it should be.
How come? How do I fix this?
That basically shouldn’t happen. When you move things between hierarchies, global position and rotation should stay the same, whereas local position and rotation change to accommodate. This is true both in the editor and in code (unless you specifically code around it).
Thanks Muriac, that’s what I thought. I tried changing the hierarchy in Blender, then exporting back to Unity, but it seems my hierarchy wasn’t exported (although I’ll have to check this again to make sure). I don’t remember seeing this before…
Edit: I should add that I’m using the .FBX export.
Figured it out (and I’ll leave my ramblings here in case someone else runs into this): You need to “Apply Rotation/Scale” (CTRL - A) on certain objects in Blender before exporting. I selected the errant object, pressed CTRL-A and it was fixed. Whew… :roll: