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Question by Jdogmaster · Jul 15, 2018 at 02:13 AM · physicsscalelocalscalemassshrinking

shrinking mass and scale

with this script how can i make it so that the objects scale shrinks at the same rate as the mass shrinks, so the scale will reach 0 at the same time the mass does?

 float scale;
 private Rigidbody rb;
 private Rigidbody otherRB;
 Vector3 temp;


 // Use this for initialization
 void Start()
 {
     rb = GetComponent<Rigidbody>();
     scale = .01f;//(rb.mass - otherRB.mass) / 300;



 }
   
 void OnTriggerStay(Collider other)
 {
     
   
     otherRB = other.GetComponent<Rigidbody>();
     if (other.gameObject.tag == "Death")
     {
         
         temp = transform.localScale;

         temp.x -= scale;

         temp.y -= scale;

         temp.z -= scale;

         rb.mass -= (rb.mass - otherRB.mass)/300;

         transform.localScale = temp;
     }


         
 }
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Answer by Vallar · Jul 15, 2018 at 02:49 AM

Right now you are reducing each of the scale axis by 0.1f (if I am not mistaken). To reduce the mass by the same "percentage" you'll need to calculate the percentage of the scale's axis reduction value. So you'd probably do something like float percentage = .1f / temp.x; This is basically the percentage of the amount you need to scale the mass with.

For mass you'll do something like deductionValue = mass * percentage / 100; and you'll get the exact amount you want to deduct from mass so later you can do mass -= deductionValue.

Hope that helps/works.

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