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Question by wijesijp · Apr 04, 2013 at 11:40 AM · resolutionscalelocalscale

How to re-size prefab in code

I have a prefab created by joining several cylinders using hinge joints. I can resize the prefab during design time to any value and it works perfectly in game.

I decide to resize the object in run time based on the screen resolution using following code.

 void Awake()
 {
 
     float  screenHeight = Screen.height/2;
         
     int scaleValue = (int)(screenHeight/160);
             
     gameObject.transform.localScale = new Vector3(scaleValue,scaleValue,scaleValue);
 }

when i do that cylinders make up the prefab are not in the correct positions. But they are in correct positions if I re-size to the same value in editor.

Can anyone explain why this is happening?

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avatar image wijesijp · Apr 05, 2013 at 04:05 AM 0
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Can anyone provide some help on this?

avatar image wijesijp · Apr 05, 2013 at 06:24 AM 0
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The child objects in the prefab are scaled differently. But when i scale the parent in editor all looks fine ...

avatar image wijesijp · Apr 05, 2013 at 08:50 AM 0
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bump .......

avatar image HEATH3N · Jun 25, 2015 at 06:52 AM 0
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Bump......

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Answer by ArmarageX · Jun 25, 2015 at 07:13 AM

HingeJoints mean rigidBody is happening? See if it scales properly without having rigidBody / Hinge? Perhaps the physics are interfering with some cached data........ And if so.. you may have to dynamically add rigidBody on runtime?

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