c# - My pivot point does not follow my gameobject -


so im making unity game have gameobject im moving , rotation during game, thing pivot point doesnt stick object. rotates fine on spot when game begins when has been moved the pivotpoint didnt follow , still rotation around start location. im using "extra" gameobject pivotpoint in right spot in first place, object attached first object tho should follow around.

any ideas cause/solution this? im pulling out hair here been moving stuff around night >.<

here basic code rotating, doubt thats though.

public float speed = 1f;   // use initialization void start ()  {  }  // update called once per frame void update ()  {      if (input.getkey(keycode.w))                                                // gå fremad         {         transform.position -= new vector3 (speed * time.deltatime, 0.0f, 0.0f);       }      if (input.getkey(keycode.s))                                                // gå baglæns            {         transform.position += new vector3 (speed * time.deltatime, 0.0f, 0.0f);      }      if (input.getkey(keycode.q))                                                // strafe mod venstre     {         transform.position -= new vector3 (0.0f, 0.0f, speed * time.deltatime);       }      if (input.getkey(keycode.e))                                                // strafe mod højre     {         transform.position += new vector3 (0.0f, 0.0f, speed * time.deltatime);       }      if (input.getkey(keycode.d))                                                // drej mod venstre          {         transform.rotatearound (vector3.zero, vector3.up, 20 * time.deltatime);     }      if (input.getkey(keycode.a))                                                // drej mod højre     {         transform.rotatearound (vector3.zero, vector3.up, -20 * time.deltatime);     } 

don't use:

transform.rotatearound(vector3.zero, vector3.up, 20 * time.deltatime); 

if use this, rotate around vector 0 - (0,0,0) - in world coordinate system (not local).

if want rotate object around own center use:

transform.rotate( xangle, yangle, zangle, relativeto ); 

if want rotate object relative object (i don't think want that), anyway:

transform.rotatearound(othergameobject.transform.position, vector3.up, 20 * time.deltatime); 

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