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Question by Barabajagal · Oct 16, 2011 at 10:38 PM · rotationinstantiateprojectile

Instantiated object using parent's transform as world axes

I'm trying to have an object fire a projectile directly in front of it with this.

 function FireLaser () {
     var LaserClone : Rigidbody = Instantiate(laser,transform.position, transform.rotation);
 }

The problem is that the instantiated object is using the transform rotation of the player object as its world axes, in effect doubling the intended rotation. If I use Quaternion.identity instead of transform.rotation it does fire along the world z-axis.

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Answer by Tseng · Oct 16, 2011 at 11:25 PM

Then just use transform.localRotation instead... a simple look up at the documentation should made it possible to yourself to find it out...

http://unity3d.com/support/documentation/ScriptReference/Transform.html

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avatar image Barabajagal · Oct 16, 2011 at 11:33 PM 0
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After some further investigation, I discovered that the rotation of the instantiated object was right, but the script controlling its movement was using local space. Setting that transform.Translate to world space fixed the problem.

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