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Question by FlawlessDog · Jun 28, 2011 at 07:28 PM · texture2dscaleitween

Texture2D scale - iTween

How do I keep Texture2D scale the same(100% width/height) regardless of the width of Rect that is holding it?

I am using iTween to adjust the width of the rect, but I need the Texture2D scale to NOT be effected by this scaling. Example:

 private var laserAnalysis01a : Rect = new Rect(245,40,0,376);
 //
 public var laserAnalysis01_pic_a : Texture2D;
 //
 private var la1On_a : Rect  = new Rect(245,40,860,376);
 //
 function la1Trip_a()
 {
     iTween.ValueTo(gameObject,iTween.Hash("from",laserAnalysis01a.width,"to",la1On_a.width,"onupdate","la1Mo_a","easetype","easeOutQuint"));
 }
 //
 function la1Mo_a(Scale:float)
 {
     laserAnalysis01a.width = Scale;
 }
 //
 function OnGUI() 
 {
     GUI.DrawTexture(laserAnalysis01a, laserAnalysis01_pic_a);
 }

This scaling of the Rect with iTween works great except that the texture is scaled along with it, and I would like to avoid that.

Thanks in advance ^_^

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Answer by FlawlessDog · Jun 28, 2011 at 09:23 PM

SUCCESS!! ^_~

Found me answer here. Bottom of page:

http://unity3d.qatohost.com/questions/53988/any-solution-for-extreamly-large-gameworlds-single.html?sort=oldest

 private var laserAnalysis01a : Rect = new Rect(0,0,860,376);
 //
 public var laserAnalysis01_pic_a : Texture2D;
 //
 private var la1On_a : Rect  = new Rect(245,40,860,376);
 //
 private var laGroup1 : Rect = new Rect(245,40,0,376);
 //
 function la1Trip_a()
 {
     iTween.ValueTo(gameObject,iTween.Hash("from",laGroup1.width,"to",la1On_a.width,"onupdate","la1Mo_a","easetype","easeOutQuint"));
 }
 //
 function la1Mo_a(Scale:float)
 {
     laGroup1.width = Scale;
 }
 //
 function OnGUI() 
 {
     GUI.BeginGroup( laGroup1 );
     GUI.DrawTexture(laserAnalysis01a, laserAnalysis01_pic_a);
     GUI.EndGroup();
 }
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