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Question by nj4242 · Dec 09, 2016 at 07:17 PM · gameobjectscalingdragginglocalscale

restrict scaling

Hi,

I want to restrict scaling while I am dragging my gameobject in both X & Y axis. Hence, I will not be allowed to go less than scale "1" on both sides, and also not more than 5 scale value, to restrict in my game scene. What workaround should be beneficial to do that?

Thanks.

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Answer by TylerMorton · Dec 09, 2016 at 09:28 PM

You can use a C# extension method to clamp your Vector3 scale between two other vectors. This makes the syntax look nice and clean in your main script!

    public static class Vector3Extensions
    {
        public static void Clamp(this Vector3 vector, Vector3 min, Vector3 max)
        {
            // max check
            if (vector.x > max.x) vector.x = max.x;
            if (vector.y > max.y) vector.y = max.y;
            if (vector.z > max.z) vector.z = max.z;
            // min check
            if (vector.x < min.x) vector.x = min.x;
            if (vector.y < min.y) vector.y = min.y;
            if (vector.z < min.z) vector.z = min.z;
        }
    }

And you would use it like this:

this.transform.localscale.Clamp(new Vector3(1,1,1), new Vector3(5,5,5));

You can read about extension methods on the MSDN

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Answer by RobAnthem · Dec 09, 2016 at 09:03 PM

Hmmm, I'd create a script that attaches to the object, or a Editor tool, that essentially resizes it for your, alternatively you could have an Update script that checks the scale of the object and if it is greater than x, it = x, less than y, it = y.

EDIT: I took a look at Vector3, which I should of in the past, its super easy to get the metas by right clicking something in VS and clicking "Go to Definition"; I found this;

         //
         // Summary:
         //     ///
         //     Returns a copy of vector with its magnitude clamped to maxLength.
         //     ///
         //
         // Parameters:
         //   vector:
         //
         //   maxLength:
         public static Vector3 ClampMagnitude(Vector3 vector, float maxLength);
 

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