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Question by unity_S7sP1OHbAXCRuA · Jul 27, 2019 at 07:49 PM · scripting problemscript.scalescalingscaledown

Cannot reduce localScale to 0

Hi!

I've created a sphere that looks like a force field and I was trying to make is swell and then implode until it disappears. So far I have this script:

 using UnityEngine;
 
 public class ForceField : MonoBehaviour
 {
 
     public Vector3 explosionSpeed;
     public Vector3 implosionSpeed;
     bool tooBig;
 
     // Start is called before the first frame update
     void Start()
     {
         gameObject.transform.localScale = Vector3.zero;
     }
 
     // Update is called once per frame
     void Update()
     {
         if (gameObject.transform.localScale.x > 5 && !tooBig)
         {
             tooBig = true;
         }
         if (!tooBig)
         {
             gameObject.transform.localScale += explosionSpeed;
         } else if (gameObject.transform.localScale.x > -0.25 && tooBig)
         {
             gameObject.transform.localScale -= implosionSpeed;
         } else
         {
             gameObject.transform.localScale = Vector3.zero;
         }
     }
 }
 

This works until the moment during which the sphere should disappear or have scale 0. At the end it just starts swelling again and then imploding.

I would like it to just reach scale 0 and stay there.

Thanks in advance.

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Answer by benji123abc · Jul 27, 2019 at 08:46 PM

If you change the gameObject.transform.localScale = Vector3.zero; to gameObject.setActive(false); you should get the desired result. You may also want to change the gameObject.transform.localScale.x > -0.25 to gameObject.transform.localScale.x > 0. I hope this helps.

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