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Here are four ways to solve this problem... First: In the general case, the easiest way to adjust the rotation of something in Unity is to wrap it. Create a new empty GameObject called "parent" Take the visual object you want to rotate and make it a child of this parent. Take whatever animation/script/etc had been manipulating the visual object directly, ...


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The short answer is no. The longer answer is noooooooo. Well, it’s actually “almost, but...” You seem to be mistrustful of Unity and want to do everything manually. Unity is designed to be the opposite of that. Sounds like Unity is not the engine for you in that case. Some reasons why what you want to do is not a good idea: technically impossible. On the ...


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Things will be much simpler if you create another GameObject, put a GameObject with bottle model inside it, and adjust position and rotation of inner GameObject so the bottle should aim straight at its center. Then you can just set position of that outer GameObject to the point where the bottle should aim, and it will aim correctly with any rotation of outer ...


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It sounds like what you want to do is create a prefab, and load that dynamically from a script. I believe to execute a script you will need an object to which it can be attached. You can add a public field to your script which accepts a GameObject, attach that script to a game object, and drag-and-drop your prefab from the project explorer on to the ...


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With regard to your question: "The surprising thing was for me that why it is creating problem at position 17000 of x-axis while unity allow value less than 1,000,000 (not restricted to it actually)." jitter starts to occur earlier than you might expect because the resolution gap of floating point increases (gets worse) almost immediately as you move away ...


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