So Unity transforms can't be composed *or* assigned? :(pic.twitter.com/SFeqkKekeW
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That's what transform.localPosition is for. If you do transform.localPosition += new Vector(1,0,0) it should do it
when i do that it moves the position by x = +1 in absolute coordinates
fucking Unity. >:( I'd suggest Sig's recommendation of using translate() then. It's been months since i wrestled this.
i actually taught a class about this once
okay, so— i guess i'm just trying to understand, either it doesn't do what you're saying or i misunderstand
I'm trying to generate the image I posted. This is the code that actually worked (the script on one cube):pic.twitter.com/Rjvp2YOFtT
But let's say instead I had done [left]. The result looks like [right]. Is this surprising?pic.twitter.com/aVzsNI5coF
"Local" position or scale appears to be not relative to the object's transformation, but relative to its parents' transformation
the coordinate systems are identical right after you spawn the clone
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