# Shifting Pivot

I don’t really get shifting the pivot point. Its not working for me, and I don’t see the purpose.

Hi Joseph,

Select the children of the rocket and move them relative to their parent’s pivot point. Did this work?

I think so but what is this doing?

When you rotate an object at runtime, it’s going to do so around its pivot point.

Take the hands of a clock for example - if the hands were to rotate around the center or middle of the hand, that would be wrong. You want it to rotate from (or near) the end of the hand where it overlaps the center of the clock.

Unity can’t magically guess your intention for where you want to the object to rotate around, so setting them up this way to position the pivot point in the right place will give you the behavior you want.

In the case of the rocket for example, it would be weird if it pivoted around the nose. Even around the exact middle of the rocket would probably be weird. It should happen nearer to where the exhaust nozzles of the ship are, so Ben chose to put it down in the lower half of the rocket body.

Another example would be rotating the motion of a car.

Typically, the rear axle of a car has fixed wheels, and the front axle has the steering assembly.

A car shouldn’t spin around its mid-point when driving. Instead, the front axle angle determines how rapidly it will turn, but the actual rotation of the car will be around the rear axle that is fixed. So you may want to adjust the pivot point of the car’s root object accordingly.

However a tracked vehicle like a tank or crane may well have its pivot point around the center, because they can turn the tracks in opposite directions and literally turn or spin on the spot.

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