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Question by PaulMirve · Sep 13, 2020 at 11:15 PM · 2dsprites

How to drag and stretch a 2D sprite

I want to drag and stretch a sprite in unity. To do this, I have created a Custom Plane with a texture and added this script to that plane:

 private Vector2 _pointerStart;
 private Vector3 _sizeStart;
 private Vector3 _scaleStart;
 private Vector3 _positionStart;
 private void OnMouseDown() {
   _pointerStart = Camera.main.ScreenToWorldPoint(Input.mousePosition);
   _sizeStart = GetComponent < Renderer > ().bounds.size;
   _scaleStart = transform.localScale;
   _pointerStart = transform.position;
 }
 
 void Update() {
   if (Input.GetMouseButton(0)) {
     var pos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
     pos.z = 0.0f;
 
     var dir = pos - transform.position;
     transform.rotation = Quaternion.FromToRotation(Vector3.right, dir);
   }
 }
 
 void OnMouseDrag() {
   var pointerTravel = (Vector2) Camera.main.ScreenToWorldPoint(Input.mousePosition) - _pointerStart;
   float newScale = Mathf.Abs(pointerTravel.x * _scaleStart.x);
   transform.localScale = new Vector3(newScale, _sizeStart.y, _sizeStart.z);
 }

This is working well with the rotation of the mouse and stretching when the mouse position is in the x axis, the problem is the y axis, the more the mouse get closer to the y axis, the more the sprite reduces it's scale. How can I solve this problem or there is a better way to implement this functionality?

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