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Question by chrisd313 · Feb 16, 2021 at 03:39 PM · instantiatetransforminstantiationlocalscale

Instantiating and setting localScale doesn't work

Hello! In this script in my game, when my player triggers a collision it will set off a trap that throws one knife/kunai at the player with a chance to throw a second in another direction. I am instantiating the second kunai and changing its scale using the code below, and the debug.log confirms that the local scale is 1, -1, 1. But the object according to the inspector stays at 1, 1, 1, which isn't what I need.

 public GameObject laserKunai;

 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.CompareTag("Throw"))
     {
         Instantiate(laserKunai, gameObject.transform.position, Quaternion.identity);
         if (Random.value > 0.5)
         {
             GameObject secondLaserKunai = Instantiate(laserKunai, gameObject.transform.position, Quaternion.identity) as GameObject;
             secondLaserKunai.transform.localScale = new Vector3(1, -1, 1);
             Debug.Log(secondLaserKunai.transform.localScale);
         }
     }
 }

The laserKunai object has a child object attached to it which holds the sprite renderer and the animator, so I don't think it is an animation related issue, but I'm stumped on this one so any help would be amazing!

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Answer by Nistroy · Feb 16, 2021 at 05:27 PM

When you look in the hierarchy, are you looking at the clone or at the uninstantiated object? @chrisd313

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avatar image chrisd313 · Feb 16, 2021 at 08:28 PM 0
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Looking at the clone

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