How to rotate a GameObject around his pivot and not his center?
<p>My goal is to <strong>rotate the engine of a plane</strong>.</p>

<p>My plane have 2 engines and is represent like this in my hierarchy :
<a href="https://i.stack.imgur.com/oqHdL.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/oqHdL.png" alt="Plane Hierarchy"></a></p>

<p>If I analyze my plane <strong>from the inspector</strong>, here's what I get in <strong>Center</strong>/Global mode :
<a href="https://i.stack.imgur.com/5E9Fj.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/5E9Fj.png" alt="Plane center global mode"></a></p>

<p>And here's the <strong>Pivot</strong>/Global mode :
<a href="https://i.stack.imgur.com/rttH6.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/rttH6.png" alt="Plane pivot global mode"></a></p>

<p>If I try to rotate my engine, here's the result :
<a href="https://i.stack.imgur.com/XEl4n.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/XEl4n.png" alt="Rotate engine result"></a></p>

<p>As you can see, <strong>my engine rotate not around his pivot axis but around his center axis</strong>. How can I make it rotate around his pivot axis ?</p>

<p><em>The code I call to make it rotate</em> :</p>

<pre><code>foreach(Transform child in planeId_Object_Dictionnary[newPlane.Flight].transform){

           if (child.name == "Engine"){
                     child.Rotate(new Vector3(0, 30, 0) * Time.deltaTime*100, Space.Self);
           }
}
</code></pre>