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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!
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'.
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