How do i change object localScale axis x but only to the right side ?
This script in the Update function will change the scale of the axis x but to both sides. I want that when i click down the mouse button it will change the localScale axis x to only the right side and that the mouse coordinates where i clicked will be pivot.
I mean now when i press the mouse button down none stop it's changing the localScale axis x and when i drag the mouse while pressing the button it will drag the object around. But instead dragging the object around i want to make the mouse cursour like a pivot so if i drag the mouse around it will rotate the object around the mouse position. The axis x will keep growing to the right and it will all rotate around the mouse position(pivot).
using UnityEngine;
using System.Collections;
public class DragAndDrop : MonoBehaviour
{
private bool _mouseState;
private GameObject target;
public Vector3 screenSpace;
public Vector3 offset;
// Use this for initialization
void Start()
{
}
void OnMouseDrag()
{
}
// Update is called once per frame
void Update()
{
// Debug.Log(_mouseState);
if (Input.GetMouseButtonDown(0))
{
RaycastHit hitInfo;
target = GetClickedObject(out hitInfo);
if (target != null)
{
_mouseState = true;
screenSpace = Camera.main.WorldToScreenPoint(target.transform.position);
offset = target.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
}
}
if (Input.GetMouseButtonUp(0))
{
_mouseState = false;
}
if (_mouseState)
{
//keep track of the mouse position
var curScreenSpace = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
//convert the screen mouse position to world point and adjust with offset
var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
//update the position of the object in the world
target.transform.position = curPosition;
target.transform.localScale += new Vector3(0.05f, 0, 0);
}
}
GameObject GetClickedObject(out RaycastHit hit)
{
GameObject target = null;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray.origin, ray.direction * 10, out hit))
{
target = hit.collider.gameObject;
}
return target;
}
}
Are you trying to scale the object, or rotate it, or manipulate (extrude, revolve, etc) its 3D geometry?
What i want to do is to scale the object but only to the right. I want to do that when i press the mouse button none stop it will scale the object like it does not but only to the right side not both sides.
Now it's scaling the object on the x axis on both sides.
This line:
target.transform.localScale += new Vector3(0.05f, 0, 0);
When i press the mouse button it will scale it but in both sides. And i want it to be scaled only to the right. For example :
Now it does <------> And i want it to do ------>
The easiest thing, in general, is using the parent trick to move the pivot (to the left side, in this case, so it naturally grows right.)
Like @Owen-Reynolds said, you could have a Parent GameObject to represent the point to scale from.
private Transform pivot;
void Awake()
{
pivot = new GameObject(name + " Scale Pivot").transform;
}
void Update()
{
...
...var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
//update the position and scale of the object in the world
pivot.transform.position = curPosition;
Transform prevParent = target.transform.parent;
target.transform.SetParent(pivot, true);
pivot.transform.localScale += new Vector3(0.05f, 0, 0);
target.transform.SetParent(prevParent);
pivot.transform.localScale = Vector3.one;
}
}
I tested it out, and when you click and hold on an object, it first scales from the centre of that object, then when you move the mouse away it changes where it is scaled from.
Well, most people create and set the parent by hand, then hand-test the scaling works the way they want. Code like this would be if you want the object to sometimes scale right, or left, or partly left and mostly right ... .
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