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Question by supernova2014 · Mar 19, 2017 at 08:36 AM · rotationscaleparent-childtransforms

Relative transforms and parenting

I have logic that creates a tree like structure - branches grow out of a root position. Initially I set it up so that each branch is separate (let's assume cylinders for now). I would like to parent them so that each subsequent sub-branch is parented to the one before it. However, when I set the parent - the transformations get messed up. How can I ensure that the position, rotation and scale of the sub-branch remains the same (like it was when there was no parent). I have tried SetParent(parent, false) but that doesn't work.

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avatar image hexagonius · Mar 19, 2017 at 10:36 AM 0
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are you scaling the branches?

avatar image RobAnthem · Mar 20, 2017 at 05:34 AM 0
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The unfortunate answer is that your objects likely aren't a size scale of 1:1:1, to resolve this, you will need to place each branch in an empty gameobject that is a scale of 1:1:1.

avatar image supernova2014 RobAnthem · Mar 20, 2017 at 05:46 PM 0
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Thanks Rob ! That's exactly what I did to work around this

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Answer by supernova2014 · Mar 20, 2017 at 05:51 AM

yes - the branches are scaled and parented to scaled geometry. I tried adding an empty game object in the hierarchy between the scaled parent and child branch, but that doesn't seem to be working either...

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avatar image supernova2014 · Mar 20, 2017 at 05:09 AM 0
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I figured out a work around - basically Unity messes up whenever you parent anything to a scaled object. So I added empty objects that parent to other empty objects and grouped together related objects under these objects. This way the parented heirarchy is all empty transforms.

avatar image hexagonius supernova2014 · Mar 20, 2017 at 07:26 PM 0
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that would have been my suggesting, too.

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