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Question by AndreasX12 · Nov 11, 2012 at 12:36 PM · sizeifkeyelsepressed

Keycode else

Hello, I got this script that changes the size of an object when you press Q. It's C# btw.

	   if (Input.GetKeyDown(KeyCode.Q)) {
		Vector3 scale = transform.localScale;
		scale.y = 1F;
		transform.localScale = scale;
		}

I would like to change the size to 2F when you press Q again, how is that done?

Thanks, Andreas.

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Answer by aldonaletto · Nov 11, 2012 at 01:08 PM

Well, the desired behaviour is unclear. What if Q was pressed a 3rd time? Should the scale return to 1F? And is 2F the original scale?
Supposing that you want to toggle between the original scale and half its size each time Q is pressed, you could use something like this:

 // declare these variables outside any function:
 float orgScale;
 bool smallScale = false;
 
 void Start(){
   orgScale = transform.localScale.y; // save the original scale
   // rest of original Start code
 }
 
 void Update(){
   if (Input.GetKeyDown(KeyCode.Q)){
     smallScale = !smallScale; // toggle current scale state
     Vector3 scale = transform.localScale;
     if (smallScale){
       scale.y = orgScale * 0.5f; // set scale to 50% of original value
     } else {
       scale.y = orgScale; // restore original value
     }
     transform.localScale = scale;
   }
   // rest of original Update code
 }
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avatar image AndreasX12 · Nov 11, 2012 at 01:19 PM 0
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Thanks, it's such a script that I needed, the only problem is just that, if I use it in my Character Controller, it falls through the terrain (It should work as a "Crouch" script)

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