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Question by trainoasis · Oct 06, 2020 at 10:13 AM · 2drigidbody2dscalescaledown

Scale 2d rigidbody when moved farther "away" (y axis) based on Y position

I am not sure and have not found a solution to directly change Scale transform property of the 2d RigidBody when certain criteria are met. I want the rigidbody to simply be smaller when moved higher up so it seems as it is farther away. Any tips / links appreciated.

Edit; I figured that you have to move the GameObject and not the RigidBody of it.

This works:

 player.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);

But I would need to nicely change this scale based on y value of the object. The thing I do not understand is why the value only goes from, say -4.1 to about 0.7. What does this depend on?

For example, i have

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;              //Floating point variable to store the player's movement speed.
     private Rigidbody2D rb2d;        //Store a reference to the Rigidbody2D component required to use 2D Physics.
     public GameObject player;
 
     // Use this for initialization
     void Start()
     {
         //Get and store a reference to the Rigidbody2D component so that we can access it.
         rb2d = GetComponent<Rigidbody2D> ();
 
         if(player == null) {
             player = GameObject.FindWithTag("Player");
         }
     }
 
     //FixedUpdate is called at a fixed interval and is independent of frame rate. Put physics code here.
     void FixedUpdate()
     {
         //Store the current horizontal input in the float moveHorizontal.
         float moveHorizontal = Input.GetAxis ("Horizontal");
 
         //Store the current vertical input in the float moveVertical.
         float moveVertical = Input.GetAxis ("Vertical");
 
         //Use the two store floats to create a new Vector2 variable movement.
         Vector2 movement = new Vector2 (moveHorizontal, moveVertical);
 
         //Call the AddForce function of our Rigidbody2D rb2d supplying movement multiplied by speed to move our player.
         rb2d.AddForce (movement * speed);
 
         // player is moving
         if(rb2d.velocity.magnitude > 0) {
             Debug.Log("Player is moving.");
             Debug.Log(rb2d.transform.position);
         } else {
             Debug.Log("Not moving.");
         }
         
         Debug.Log("Current Y position: " + rb2d.position.y);
         // I WOULD ACTUALLY MOVE WITHOUT THIS CONDITION BASED ON rb2d.position.y . 
        // if the object is at the bottom of the arena then do not scale (keep 1, 1, 1), if it goes up scale 
        // down to, say, (0.2, 0.2, 0.2)
         if(rb2d.position.y > -2.5) {
             // scale
             //Debug.Log("Scale it down");
             Debug.Log(player.transform.localScale);
             player.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
         } else {
             // reset scale to 1
             //Debug.Log("Reset scale");
             player.transform.localScale = new Vector3(1, 1, 1);
         }
     }
 }

Where I scale the user

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