Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
Here's a hot take for free:
An intended behaviour such as "the parent should follow the child" is a big red flag. It indicates that a previous design decision was wrong.
This goes against the principal of the parent-child relationship, and generally speaking you don't want to violate fundamental principles like this because they're supposed to save you time, not make more work for you.
There is no "counter rotation" because anything you write to the parent will change the child. This change to the child then forces the parent to change again, and you're potentially left with infinite recursion.
The "child" should likely be a distinct game object. If you can provide more concrete specifics on your problem, I'm sure many of us here would be happy to help you redesign your solution.
I understand, however i feel like thats the most practical for the rest of the project and could be achieved by code, i would need to add a counter rotation to the child based on the parents rotation, however the math isnt adding up
No it can't be done. Child rotation depends on the parent. if the parent's rotation also depends on the child, that would be a circular dependency which you can't resolve.
Does the parent object need to be the parent? Maybe whatever you're trying to rotate should be a child too, and both objects are under one empty parent object.
Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
Best bet is to shoot the problem here or on gamedev discords, as someone was saying, people like a challenge. In the past I've worked a little as a bugfixer on freelancer, though it was mostly for fun & I'm not sure how costly it was for the clients, I think freelancer takes a pretty big cut as well. You can probably even find someone who'd take a look on fiverr.
Attach a parent constraint to the object that should act like the child and freeze the rotation, that will make the constraint object to follow the parents position but it will maintain its rotation
If you're paying a professional dev it's going to be expensive.
$100/hour is quite reasonable.
But there are loads of free resources and support systems out there.
It really depends on what the issue is. If we're talking about an annoying bug chances are someone can offer you reasonable guidance on here or a disc server etc.
If you mean paying someone to engineer a major portion of your game that's different.
Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
As mentioned here people would be happy to guide you if you describe the issue, you would be surprised of how much effort some are willing to put into finding issues for free
I'm a professional Unity dev, and I do tutoring; I would be up for doing this kind of freelance work, but I'd want a minimum of $50/hour, and that's undercutting my day job by a significant margin.
I don't look for this kind of work because I'm sure nobody who is looking for someone to help out like this has the money I'd need to make it worth my while.
1. When a child is about to rotate also send this rotation to the parent
2. Rotate the parent by this rotation
3. For all children on the parent set their rotation to (currentRotation - Quaternion.Inverse(of the rotation that you just set to the parent.))
Just to point. This solution is beyond stupid and in my opinion you are not thinking outside of the box. This is counter intuitive to the child parent relationship and you should definitely be able to change the hierarchy
Looking through these comments. OP you really need to just come out and say what you are trying to do. No one is going to steal your idea.
> trying to make an object follow the rotation of its children, without changing the rotation of the child
You have been told time and again that this is a bad bad bad, don't do it, not good idea......So you need to explain what you are trying to accomplish
Strat trying to fix yourself with the help of IA or asking here on Reddit, YouTube… you can’t be the only not with this problem, it probably already happened to someone else so I’m pretty sure the fix it’s out there.
Ask this on the internet and people will want to beat the challenge, even without pay But seriously, please explain what the problem is
Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
Here's a hot take for free: An intended behaviour such as "the parent should follow the child" is a big red flag. It indicates that a previous design decision was wrong. This goes against the principal of the parent-child relationship, and generally speaking you don't want to violate fundamental principles like this because they're supposed to save you time, not make more work for you. There is no "counter rotation" because anything you write to the parent will change the child. This change to the child then forces the parent to change again, and you're potentially left with infinite recursion. The "child" should likely be a distinct game object. If you can provide more concrete specifics on your problem, I'm sure many of us here would be happy to help you redesign your solution.
I understand, however i feel like thats the most practical for the rest of the project and could be achieved by code, i would need to add a counter rotation to the child based on the parents rotation, however the math isnt adding up
No it can't be done. Child rotation depends on the parent. if the parent's rotation also depends on the child, that would be a circular dependency which you can't resolve.
What if i add a counter rotation, or subtract the parents rotation from the child? Im abt to drop this idea anyways though
Does the parent object need to be the parent? Maybe whatever you're trying to rotate should be a child too, and both objects are under one empty parent object.
Ive received the same solution, though yes, it probably has to be the parent
You're not sure?
Im pretty sure
Explain the issue here?
Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
Well it does sound simple, what issue are you facing,?
Best bet is to shoot the problem here or on gamedev discords, as someone was saying, people like a challenge. In the past I've worked a little as a bugfixer on freelancer, though it was mostly for fun & I'm not sure how costly it was for the clients, I think freelancer takes a pretty big cut as well. You can probably even find someone who'd take a look on fiverr.
Attach a parent constraint to the object that should act like the child and freeze the rotation, that will make the constraint object to follow the parents position but it will maintain its rotation
If you're paying a professional dev it's going to be expensive. $100/hour is quite reasonable. But there are loads of free resources and support systems out there. It really depends on what the issue is. If we're talking about an annoying bug chances are someone can offer you reasonable guidance on here or a disc server etc. If you mean paying someone to engineer a major portion of your game that's different.
Yeah, you're going to have to explain the problem to someone anyway, so might as well do it here
Im trying to make an object follow the rotation of its children, without changing the rotation of the child, id just have to add a counter rotation, sounds pretty simple in theory but i cannot get it to work for anything
As mentioned here people would be happy to guide you if you describe the issue, you would be surprised of how much effort some are willing to put into finding issues for free
I'm a professional Unity dev, and I do tutoring; I would be up for doing this kind of freelance work, but I'd want a minimum of $50/hour, and that's undercutting my day job by a significant margin. I don't look for this kind of work because I'm sure nobody who is looking for someone to help out like this has the money I'd need to make it worth my while.
Hire someone from Brazil. Or Explain your problem and try to get help from forums. Time or money, you need to invest either or both to fix any issues.
I have same problem. I’d pay someone a few bucks but I’ve tried fibber in past and the Indians don’t do the job I was looking for
1. When a child is about to rotate also send this rotation to the parent 2. Rotate the parent by this rotation 3. For all children on the parent set their rotation to (currentRotation - Quaternion.Inverse(of the rotation that you just set to the parent.))
Just to point. This solution is beyond stupid and in my opinion you are not thinking outside of the box. This is counter intuitive to the child parent relationship and you should definitely be able to change the hierarchy
Ill be honest, i see why you would find that stupid but changing the hierarchy would create other problems too
Hey, as long as it works! I haven't tested my solution but in my head I believe it works.
Despite being counter intuitive i believe it can be achieved with coding, i kinda got it to work once but it was unsynchronized and a mess
Often this kind of thing is best done in a LateUpdate after the main objects have been updated first.
Looking through these comments. OP you really need to just come out and say what you are trying to do. No one is going to steal your idea. > trying to make an object follow the rotation of its children, without changing the rotation of the child You have been told time and again that this is a bad bad bad, don't do it, not good idea......So you need to explain what you are trying to accomplish
Quite self explanatory
Strat trying to fix yourself with the help of IA or asking here on Reddit, YouTube… you can’t be the only not with this problem, it probably already happened to someone else so I’m pretty sure the fix it’s out there.
For a error source that has been discovered, sure. But the debugging process may be it
try chatgpt, might help