Moves the origin (pivot) to another point. As this function changes data at Mesh level, any modification to a Mesh will be visible for each GameObject using that Mesh, regardless of the input.
2 types of target:
- To custom point, with precise coordinates. You can decide tu use the world space or the parent one.
- To center of bounding box : Very useful function when your model is very far from your scene. Just move Pivot to the center of its bounding box and replace it to 0,0,0 through its matrice.
NOTE Keep in mind to switch of "Handle position" to see where your Pivot Point is placed (Unity Toggle button located at the top)