Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Minimi · May 08, 2014 at 10:17 PM · rotationraycasthitscalingglobal

Scaling a rotated object in global Y

In my game I am having a bouncing ball over platforms / sidescroller, and during it's bounces it rotates as it's having a rigidbody, with bounce material.

Now I want to build with a raycasthit, that if the ball bounces onto something underneath it, that it is going to squish, or be scaled alittle done in 1 axes. If the ball's local Y is similar to the global Y, this is no problem and is working perfectly, though when the ball rotates around it's axes I want the ball still to be scaled in global Y coordinates, no matter how it is being rotated. Does anyone have any idea how to fix this, or a workaround?

 using UnityEngine;
 using System.Collections;
 
 public class raycasthit : MonoBehaviour {
     RaycastHit  hit = new  RaycastHit();
     Vector3 dir;
     public float distance = 3;
     public float scaleTo = 0.90f;
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
         dir = new Vector3(0,-1,0);
 
         Debug.DrawRay(transform.position,dir*distance,Color.green);
 
         
         if(Physics.Raycast(transform.position,dir,out hit,distance)){
             transform.localScale = new Vector3(scaleTo, scaleTo, scaleTo);
         }
         else{
             transform.localScale = new Vector3(1f, 1f, 1f);
         }
     }
 }

Thanks in advance!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by robertbu · May 08, 2014 at 10:28 PM

One hackish solution is to make the ball a child of an empty game object. The empty game object must have rotation of (0,0,0). Scale the empty game object's 'y' to scale the ball on the global 'y'.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Global movement 0 Answers

Character Customization demo - Problem with scaling and rotation 2 Answers

Making Quaternion.RotateTowards finish at exact time Vector3.MoveTowards finishes in a coroutine? 1 Answer

Parallel animation play using iTween 1 Answer

Scaling parent, collider of child goes wrong when rotated 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges