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Question by Rizzler · Feb 02, 2015 at 11:06 AM · scalingparent-childindependent

Keep Parent scaling independent to Child's (C#)

With this script it makes the child objects rotate based on the parents position, I want to implement something that will allow me to change the parents scale but not have that affect the child scale. Any ideas how I could implement that into this script ?

using UnityEngine; using System.Collections;

 public class Tutorial_3_Q1 : MonoBehaviour
 {
     public Transform _parent;
     private float eulerAngles;
 
     void start()
     {
 
     }
 
 
     void Update()
     {
         transform.RotateAround(_parent.position, _parent.rotation.eulerAngles, 50 * Time.deltaTime);
 
         print(transform.eulerAngles.x);
         print(transform.eulerAngles.y);
         print(transform.eulerAngles.z);
     }
 
     void OnGUI() {
         GUI.Label(new Rect (10, 10, 200, 20),"Euler Angle x ="+ transform.eulerAngles.x);
         GUI.Label(new Rect(10, 30, 200, 40), "Euler Angle y ="+ transform.eulerAngles.y);
         GUI.Label(new Rect(10, 50, 200, 60), "Euler Angle z ="+ transform.eulerAngles.z);
     }
 }
 
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Answer by Glurth · Feb 02, 2015 at 11:45 AM

If you must keep them as child objects: you will need to apply the inverse of your parent scaling. for example, if you are increasing the parent scale(evenly to each axis) 1.5 like this:

 parent.transform.localScale *= 1.5f;
 //to keep this child the same size you would need to do the following;
 child.transform.localScale *= 1.0f / 1.5f;
 // 1.5f could (and should) obviously be a variable instead of a number

But be careful, this may have unexpected effects when combined with other transforms.

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avatar image Rizzler · Feb 02, 2015 at 07:39 PM 0
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Thank you so much , that made it work !

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