19-02-2026, 12:01 PM
(18-02-2026, 04:15 PM)sacb0y Wrote: I've concluded unity does something weird with euler transforms when a bone with euler rotations is spun around 180 degrees. This causes some kind of transform offset when it should be accurate.
Undo the rotation and it works perfectly, attach the particle THEN rotate the root bone and it's fine. But attempt to attach the point post rotation it just gets wacky.
Don't rotate, perfectly acurate positions.
rotate root bone by animation 180 degrees, the resolved positions are all over the place, but the collision (represented in orange circles here) is fine.
Hi,
Your code looks fine to me, I can't think of anything off the top of my head that would cause incorrect behavior when root bone is rotated. After all, rotation in a transform hierarchy is inherited by children so the code should be the same regardless of rotation values.
If you'd like me to debug the project, you can send it to support(at)virtualmethodstudio.com for me to take a look.
kind regards,

