World coordinates v local coordinates

I’m following the course ‘Complete C# Unity Game Developer 3D’, module 75 ‘Start Moving Our Player’ and I have hit a snag. The grouped ‘Player Rig’ with the camera and the player ship together, have the x axis forward and backwards on the map, the player ship doesn’t show a 0, 0, 0 for local position in the group, it shows a similar position to the camera and the group, so when I add a number to the x axis in the script, it flies forward away from the camera.
I know I have done something wrong, perhaps in the relationship of the group, I just can’t figure it out.
The image shows the coordinates of the player ship in the group, and the world orientation.

@Nina This was not tagged correctly but relates to the Unity 3D course, I appreciate the student may have moved on from this now but can you post a response to this please :slight_smile:

Hi @PhoXx1972,

I’m sorry for the late reply. Something seems to have gone wrong with the tags, so I missed your question.

In case you still need help with this:

The Inspector always shows the local position relative to the respective parent. Without seeing the Hierarchy in the Unity Editor, I can only guess that there is a rather huge offset to the parent. Maybe the camera has got a similar offset to the parent.

If you already moved the spaceship via the Timeline animation, a common mistake is to animate the child(ren) of the PlayerRig (= the root game object) instead of the PlayerShip (= the child of PlayerRig).

Please let me know if that helped, or if you already solved the problem yourself, or if you still need help with this problem. :slight_smile:


See also:

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