I have tried to find any information on how the Unity assigns pivot points to object but all I keep finding is threads on how to move pivot points and that it can't be done. I am creating a 2D game with a background that is randomly created with meshes that are wrapped in empty GameObjects. These objects are organically shaped but they have a property that returns a rectangle that bounds the object so that they can be placed in a way that they are not overlapping. The trouble is that the algorithm assumes that the pivot point is going to be the center of the object. What I would like to know is how does Unity decide where the pivot point will be set to so that I can predict how much I will need to move my mesh inside the parent object so that the pivot point will be in the center of the bounding rectangle.