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Question by yaezah · Sep 18, 2017 at 09:50 PM · transformscalelocalscaletime.time

How to make an object's localscale values grow and shrink within a few seconds?

I'm trying to make this 2D sprite pulsate from small to big within 2 seconds. I've went through a few Unity questions and the closest one that works is this:

     public float amplitude;
     public Vector3 scale;


 void Start()
 {
     
     AudioControl.Instance.spin();
     Destroy(gameObject, 2.5f);
 }


 // Update is called once per frame
 void Update () {
     
     for (int i = 0; i < 3; ++i)
     {
         scale[i] = amplitude * Mathf.Sin(Time.time) + 1;
     }
     transform.localScale = scale;

    
 }

}

The problem with this script is that is it going by Time.time and every time the object is instantiated it's not starting off from localScale 1 , but continuing from the same position as the others .

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avatar image Cherno · Sep 18, 2017 at 11:13 PM 0
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Use Time.deltaTime ins$$anonymous$$d of Time.time.

avatar image hexagonius · Sep 19, 2017 at 07:53 AM 0
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How about saving the current Time.time when starting and subtracting it? This way no matter what, the algorithm starts at time 0.

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