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Question by bbeckford · May 14, 2013 at 12:33 PM · movementpositioncrouchcrouching

Making a cube crouch

I'm just getting started with Unity and I want to make sure I know the best practice for this kind of manipulation.

I have a cube, when the player presses crouch I want to instantly reduce it's height by half.

I am reducing the scale like so:

     void Start () {
         normalScale = gameObject.transform.localScale;
         duckScale = new Vector3(normalScale.x, normalScale.y / 2f, normalScale.z);
     }
     
     void Update () {
         
         if(Input.GetButtonDown("Duck"))
         {
             Debug.Log("Duck!");
             if(!isDucking)
             {
                 isDucking = true;
                 gameObject.transform.localScale = duckScale;                    
             }
         }
         
         if(Input.GetButtonUp("Duck"))
         {            
             if(isDucking)
             {
                 gameObject.transform.localScale = normalScale;
             }
             isDucking = false;
         }
         
     }

This works fine, but the cube is then partially raised off of the ground due to it's origin being at it's center. What is the best way to alter it's y position in this case so that the bottom of the cube stays on the ground?

Thanks

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avatar image bdjnk · May 14, 2013 at 12:38 PM 0
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$$anonymous$$athematically, it's just transform + or - normalScale / 4f.

avatar image bbeckford · May 14, 2013 at 01:04 PM 0
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Thanks bdjnk!

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Answer by whydoidoit · May 14, 2013 at 12:42 PM

You can put the cube inside an empty parent and align it so it's base is at the parent's coordinates, then when you scale the empty container, the cube will stay attached to the floor.

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avatar image bbeckford · May 14, 2013 at 12:43 PM 0
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Is that best practice though? Isn't the default position at the center of an object for a reason?

avatar image whydoidoit · May 14, 2013 at 01:09 PM 0
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Yes it's best practice. The normal position of a model is at the centre of it's feet.

Primitives are just centred is all.

avatar image whydoidoit · May 14, 2013 at 01:11 PM 0
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You'd probably want to have centred models if you were writing a space game or a flying game, if your thing walks on the floor then you should ensure that your prefabs and models are base arranged.

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