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Question by Ambassador_of_Infinity · May 26, 2019 at 01:51 PM · rotationpositionscalelaser beam

Scaling object affects its position?

I'm creating a laser for my 2D game. It does not work as it should. The script : 1. spawns laser on position and rotation of the weapon; 2. moves it to the position between target and weapon (constT is a readonly float); 3. sets laser's scale (constS is a readonly float); Spawning works correctly, setting position works correctly, but setting the scale somehow moves and rotates the laser. Experiments I made showed that the script thinks only the scale has changed (I had Debug.Logs that logged laser.localEulerAngles.z, laser.localPosition.y etc. before and after scalling) even though the Inspector shows that position.y and rotation.z are not 0. Setting laser's position and rotation after scalling (for example : laser.transform.localEulerAngles = Vector3.zero, laser.transform.SetPositionAndRotation() and more) had no effect. I couldn't find the solution to my problem on the internet, so I am asking here : Why does the scale affect object's position and rotation, why my current ways to fix it had no effect and how can I fix the problem? The code (laser is a GameObject, distance is the distance between target and weapon) :

 laser = Instantiate(prefab, transform); // Spawn laser
                             laser.transform.localPosition = new Vector3(distance * constT,0,0); // Position
                             laser.transform.localScale = new Vector3(distance * constS, 2.5f, 1); // This behaves in a weird way

Inspector transform screenshot : alt text

Please, help me in any way.

tsb0.png (8.1 kB)
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