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Question by mattkell462 · Feb 27, 2019 at 04:31 AM · transformvector3scaleboolean

I'm trying to make a zoom by changing the scale of the object and need constraints

So i have an object that scales larger when I press the UpArrow key and smaller when I press the DownArrow key. I'm wondering how to set constraints for how far to "zoom " in and out. Currently I am using transform.localScale += new Vector3(0.1f, 0.1f, 0); for zooming in and transform.localScale += new Vector3(-0.1f, -0.1f, 0); for zooming out. I was trying to use an if statement for check is the scale of the object was a certain size and to stop zooming in that direction if it was. Here is my script so far.

  public bool mapBigger;
     public bool mapSmaller;
 
     private Vector3 bigVec;
     private Vector3 smallVec;
     // Start is called before the first frame update
     void Start()
     {
         mapBigger = true;
         mapSmaller = true;
         bigVec = new Vector3(2.0f, 2.0f, 0);
         smallVec = new Vector3(1.0f, 1.0f, 0);
     }
 
     // Update is called once per frame
     void Update()
     {
         if(mapBigger == true)
         {
             if(Input.GetKey(KeyCode.UpArrow))
             {
                 transform.localScale += new Vector3(0.1f, 0.1f, 0);
             }
         }
 
         if(transform.localScale == bigVec)
         {
             mapBigger = false;
             mapSmaller = true;
         }
 
         if (mapSmaller == true)
         {
             if (Input.GetKey(KeyCode.DownArrow))
             {
                 transform.localScale += new Vector3(-0.1f, -0.1f, 0);
             }
         }
 
         if (transform.localScale == smallVec)
         {
             mapSmaller = false;
             mapBigger = true;
         }
     }

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Answer by WarmedxMints · Feb 27, 2019 at 05:23 AM

If you are only going to be adjusting the scale by the same amount on each axis, then you can do this;

 using UnityEngine;
 
 public class ScaleObject : MonoBehaviour
 {
     public float MinScale = 1f;
     public float MaxScale = 2f;
 
     public float ScaleIncrement = 0.01f;
     private Vector3 _currentScale;
 
     private void Start()
     {
         _currentScale = transform.localScale;
     }
 
     private void Update()
     {
         if(Input.GetKey(KeyCode.UpArrow))
         {
             AdjustScale(ScaleIncrement);
         }
         else if(Input.GetKey(KeyCode.DownArrow))
         {
             AdjustScale(-ScaleIncrement);
         }
     }
 
     private void AdjustScale(float scaleIncrement)
     {
         var scaleAdjustment = _currentScale.x + scaleIncrement;
 
         //If we are out of bounds, do nothing and return;
         if (scaleAdjustment <= MinScale || scaleAdjustment >= MaxScale)
             return;
 
         _currentScale.x = scaleAdjustment;
         _currentScale.y = scaleAdjustment;
 
         transform.localScale = _currentScale;
     }
 }

You could, of course, expand on the code in you wanted non-uniform scaling.

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