# Rotating GameObject does not rotate child

I am rotating a gameobject that has a child game object with a particle effect on it.

It's a missile with engine exhaust.

I am rotating the parent game object but the particle effect child objects do not rotate:

The missile object has this script on it:

void FixedUpdate () {
Vector3 dir = targetObject.position - transform.position;
dir.Normalize();

float zAngle = Mathf.Atan2( dir.y, dir.x ) * Mathf.Rad2Deg - 90;
Quaternion desiredRotation = Quaternion.Euler( 0, 0, zAngle );

transform.rotation = Quaternion.RotateTowards( transform.rotation, desiredRotation, 10.0f * Time.deltaTime );
rigidBody.AddForce( transform.up * 10.0f, ForceMode2D.Force );
}


Particle Effect:

Anyone see what I am doing wrong?

• Yep, we see! Show us the screenshot of your ParticleSystem component. If you're using the VelocityOverLifetime module, set your SimulationSpace of the particleSystem to Local instead of World. – Jacob Jun 23 '17 at 21:34
• @Spectre I have added the screenshot. I am using Local – user-44651 Jun 23 '17 at 21:47

The answer is on the Particle, under the Renderer, Change Billboard Alignment to Local. Thanks to @spectre for the idea of using Local.
You are applying the rotation to the rigidBody component, which will apply transformation only to the object with the rigidBody, which the particle system does not have.
Note that the particle system will still be dragged along with the parent gameObject as it is a child of it, but it will not experience the force transformations. I would suggest to apply a Transform.Rotate to the particle system separately in the next line to match the parent rotation.