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Jan 7, 2023 at 18:23 vote accept hexley
Jan 7, 2023 at 18:13 comment added DMGregory Anytime you're tempted to believe "Wow, Unity is doing some ridiculous non-sensical thing like adding translation every time I rotate", it helps a great deal to check your assumptions. Here you assumed the object's pivot was its visual center, which led to a lot of unnecessary confusion. (There are non-sensical things engines do, but faulty assumptions are much, MUCH more common in gamedev!)
Jan 7, 2023 at 18:08 history edited DMGregory CC BY-SA 4.0
Cleanup
Jan 7, 2023 at 18:05 answer added DMGregory timeline score: 0
Jan 7, 2023 at 17:44 history edited hexley CC BY-SA 4.0
added 4 characters in body
Jan 7, 2023 at 17:40 history edited hexley CC BY-SA 4.0
added 8385 characters in body
Jan 7, 2023 at 17:27 history edited hexley CC BY-SA 4.0
added 54 characters in body
Jan 7, 2023 at 17:23 comment added DMGregory "In Unity, whenever I rotate an object, it also performs a translation" I understand that you have a test case that leads you to believe this is true, however, it is not the case. Rotating a Unity quad by a quaternion rotates it about its local origin point, so that origin is unchanged before and after (ie. transform.position gives the same value before and after the rotation). You can get a translation if you're rotating the parent of an object, where that child object is placed somewhere other than the parent's origin in the parent coordinate system.
Jan 7, 2023 at 17:06 history edited hexley CC BY-SA 4.0
added 25 characters in body
S Jan 7, 2023 at 16:58 review First questions
Jan 7, 2023 at 18:25
S Jan 7, 2023 at 16:58 history asked hexley CC BY-SA 4.0