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Question by Craze · Nov 22, 2010 at 08:54 AM · scalelimitlocalscale

[Question]Scaling Limits

This question makes me feel quite retarded.

Basically, I have spent the last 3 hours attempting to limit objects from surpassing a certain size.. the objects are not in charge of checking the size, instead I am basing it upon the projectile, which is shifting the size..

like so:

hit.rigidbody.transform.localScale += Vector3(SizeIncreaseX * Time.deltaTime, SizeIncreaseY * Time.deltaTime, SizeIncreaseZ * Time.deltaTime);

However, I cannot figure out how to actually cause it to check the rigidbody it is effecting before it attempts to expand it further..

//blah beginning of function stuff up here
var Scale = BLAH <-- I need to know what to do to check it
if (Scale <= 10)
{
hit.rigidbody.transform.localScale += Vector3(SizeIncreaseX * Time.deltaTime, SizeIncreaseY * Time.deltaTime, SizeIncreaseZ * Time.deltaTime);
Scale = hit.rigidbody.transform;
}

So yeah, basically I would like to have it check the rigidbody before it starts to scale it.. to me it seems more logical then telling each object it needs to check if it is over a certain size.. :/

Anyhow any ideas or suggestions? they'd be quite welcome.. I am entirely tired out.. and am confused as to why it has caused such a problem.. :/

Thanks, Craze

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Answer by duck · Nov 22, 2010 at 09:08 AM

You might find that using localScale.magnitude suits your purpose.

eg:

if (transform.localScale.magnitude <= 10) {
    // increase scale
}
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avatar image Craze · Nov 22, 2010 at 09:18 AM 0
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Ahh, thank you! I simply missed that all together xD

:)

avatar image Proclyon · Nov 22, 2010 at 09:47 AM 0
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Good argument why taking breaks and checking if you are focussed enough to continue are required. Not to mention sleep ;)

avatar image Craze · Nov 22, 2010 at 09:58 AM 0
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xD Now I am attempting to make the $$anonymous$$ass scale correctly in conjunction... FUN :)

avatar image Keavon · Jan 12, 2011 at 04:52 AM 0
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Proclyon: Sleep!? Sleep!? What is sleep? I haven't heard of it! What ever it is, sounds useless to game devs like us! :D

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