transform

The world coordinate is based on the world. The
local coordinate is based on the parent class.
After the current object is rotated, the local coordinate movement of the object will not move with the current local coordinate. It is the axis of the parent class coordinate. There are 3 kinds of moving
=== modifying the position of an object, a local (local coordinate of a scene. When rotated, xyz does not correspond to the original axis, the drag axis does not correspond to xyz, and modifying xyz is to target the parent class )--Easy to misuse a scene's global (world coordinates, when rotated, correspond to the original axis, but don't know the specific value, unless the sub-object is pulled to the outermost layer) one is the xyz (local) of the property window Coordinates, and the code is modified) == For the parent class, it is often rotated. When the subclass wants to obtain fixed coordinates, there are two methods. One is to use the world coordinates to calculate x, y, z, the other is to assign the rotation of the world to an object every frame, and then operate on its subclasses. The position and rotation of x , y , z == local are relative For the parent class, modifying the rotation of the same level will not affect the position of the same level. Getcomponents can obtain all subclasses and sub-subclasses but cannot take hidden  childcount. You can obtain all subclasses excluding sub-subclasses, including hidden obj














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