unity3d - How to rotate object around self center without any misshape? -
after adding instantiated prefab parent want rotate new prefab around self center.
gameobject clone = instantiate(mockup, transform.position, transform.rotation) gameobject; clone.transform.parent = gameobject.transform; clone.transform.localposition = vector3.zero; clone.transform.rotate (0, 45, 0);
but misshape prefab. in case when not set parent rotates without misshaping. tried rotatearound , pass clone.transform.localeposition
parameter still same. tried center
clone.getcomponent<renderer>().bounds.size;
and add position , pass parameter still no success.
how rotate object around self center without misshape ?
misshape: camera above , scale , rotate cube above not rectangle should be
without rotation:
after experiment able replicate probem. problem on line of code gameobject clone = instantiate(mockup, transform.position, transform.rotation) gameobject;
you passing transform.rotation
new position of new instantiated
gameobject. transform.rotation
rotation of gameobject script attached to. x or z axis of gameobject script attached 0. mine 25 , yours should similar.
several ways fix it:
1.simply make sure x,y or z axis of gameobject script attached set 0. if don't want change 1 of other solutions below.
2.another way of solving not proving position or rotation during instantiate
since override both position , rotation clone.transform.localposition = vector3.zero;
, clone.transform.rotate (0, 45, 0);
later on. so, current code redundant.
gameobject clone = instantiate(mockup) gameobject;
3.finally, way solve provide 0 rotation quaternion.euler(vector3.zero)
third parameter instead of transform.rotation
.
gameobject clone = instantiate(mockup, transform.position, quaternion.euler(vector3.zero)) gameobject;
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