Instantiate and Scale with Mouse Click.

Hello Everyone,
I have searched around and haven’t been able to find quite what I am looking for. I understand how to instantiate an object where the mouse is clicked. However, I would like to implement more functionality.

  1. Begin “drawing” object when left mouse button down. This would also act as an anchor/pivot point while the mouse is dragged around the screen.
  2. Complete “drawing” object when left mouse button is released.

The object would scale only in its y while maintaining scale in both x and z. Any help would be greatly appreciated and I apologize if this has been answered elsewhere. Also, I would be writing this in C#

Hey @BiffJenkins,
I would use Input.mousePosition and Camera.ScreenPointToRay().
Try this script I just wrote and drop it on one of your Cameras:

	[SerializeField] GameObject prefab;
	[SerializeField] [Range(1f, 200f)] float drawDistance = 50f;

	GameObject drawObject;
	bool drawing = false;
	Vector3 mouseStartingPosition;

	Camera cam;

	void Start(){
		// load our camera
		cam = GetComponent<Camera> ();
	}
	
	// Update is called once per frame
	void Update () {
		// check if we want to start, end, or continue drawing
		if (Input.GetMouseButtonDown (0)) {
			startDraw ();
		} else if (Input.GetMouseButtonUp (0)) {
			endDraw ();
		} else if (drawing) {
			whileDrawing ();
		}
	}

	void startDraw(){
		// create a new instance
		drawObject = Instantiate (prefab, Vector3.zero, Quaternion.identity) as GameObject;

		// save our draw starting point
		mouseStartingPosition = Input.mousePosition;

		// put the new instance where we pointed to with a set distance (or collision)
		Ray ray = cam.ScreenPointToRay(mouseStartingPosition);
		drawObject.transform.position = transform.position + ray.GetPoint (drawDistance);

		// allow the Update to call whileDrawing()
		drawing = true;
	}

	void endDraw(){
		// forbid the Update do call whileDrawing()
		drawing = false;
	}

	void whileDrawing(){
		// manipulate the instance in whatever way you like
		float mouseDistance = Vector3.Distance (mouseStartingPosition, Input.mousePosition);
		drawObject.transform.localScale = new Vector3 (1f, mouseDistance, 1f);
	}