#Camera childing
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<@&987246399047479336> please have a look, thanks.
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When you try to make a camera a child by simply binding its position and rotation, it often goes wrong because the transformation isn’t truly hierarchical. Binding properties manually does not replicate the parent-child relationship where the child's transform updates relative to the parent's transform automatically.
In 3D engines or graphics frameworks, child objects inherit movement and rotation by updating their local transform relative to their parent's transform. If you only bind global position and rotation, the relationship breaks because any change in the parent’s transform doesn’t propagate correctly.
To fix this conceptually (without rewriting code), you need to ensure the camera’s transform is set relative to the parent object (its local transform), not global world coordinates. This means storing the offset between camera and parent, then applying parent's transform to the offset each frame, or ideally using the engine’s built-in parenting system.
Summary: Binding position and rotation directly won't replicate parenting behavior. True parenting updates local transforms relative to the parent's global transform.
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