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Question by Albz · Oct 25, 2013 at 06:39 PM · c#scalespherecylinderconnecting

Connecting two spheres with a cylinder

I have a pair (or more) of spheres in my scene and I'm connecting them using a (C#) script that instantiates a cylinder prefab, then scales and rotate it. I'm using the following code (taken from this answer):

       // Position it
 transform.position = (v3End-v3Start)/2.0f + v3Start; 
  
 var v3T = transform.localScale;      // Scale it
 v3T.y = (v3End-v3Start).magnitude;
 transform.localScale = v3T;
  
                                       // Rotate it
 transform.rotation = Quaternion.FromToRotation(Vector3.up, v3End-v3Start);

It works fine, with the exception that the resulting cylinders (or "edges") are always longer than the spheres, resulting in this effect:

alt text

I would like the cylinder to start and terminate to and from the center of the spheres and not continue further creating this "skewers" effect. I think the solution lies where the cylinders are scaled, however I was not able to fix this. Any hint?

nodes.png (14.7 kB)
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Answer by Gwahir · Oct 25, 2013 at 07:27 PM

Is it possible the starting height of your cylinders is 2? That would result in a doubled length after scaling to the distance between the sphere centers.

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avatar image Albz · Oct 25, 2013 at 07:31 PM 0
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the height of the prefab is 1 (and radius 0.1)

avatar image Gwahir · Oct 25, 2013 at 07:41 PM 0
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If you're using the base cylinder prefab, it's double what you would expect, simply halve the scale on that axis and it should do it for you

avatar image robertbu · Oct 25, 2013 at 09:20 PM 0
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@Gwahir is right. You need to take into account the world height of the cylinders. The built-in cylinders have a height of 2.0. You need:

 v3T.y = (v3End-v3Start).magnitude / 2.0;

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