Parents and Their Children
摘要
Now that we have our floor set up, let’s dive into some very important concepts employed by game engines. Unity allows us to attach individual GameObjects to each other in a system known as “parenting,” where “children” are attached to a “parent” GameObject and thus move, rotate, and scale with it. This creates a distinction between two ways of looking at an object’s position: its world position, which resembles where it is in the scene, and its local position, which resembles where it is in relation to its parent. This also gives us an option to define parents and children in a way that lets us set up pivot points to change the point around which objects rotate.