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1
Question by durp · Apr 18, 2016 at 08:23 PM · localscale

Trouble with changing transform.localscale

I am trying to make a simple procedural "birth" animation and I need a sprite to grow over time according to a growth rate. I am trying to change the scale in a coroutine. Here is the code: using UnityEngine; using System.Collections;

 public class birth : MonoBehaviour {
     private GameObject baby;
     public GameObject babyType;
     public float fracSize;
     public float initSize;
     public Color babytone;
     private bool doBirth;
     private bool doGrow;
     public bool fertile;
     private IEnumerator co;
     private float start;
     //private float now;
     public float growthRate;
     int hitcount;
     // Use this for initialization
     void Start () {
         co = birthingCo ();
 
     }
     
     // Update is called once per frame
     void Update () {
     if (Input.GetKeyDown ("b") && fertile&&!doBirth) {
 
             inseminate();
 
         }
     
     }
     public void inseminate()
     {
         if (!doBirth) {
             baby = (GameObject)GameObject.Instantiate (babyType, new Vector3 (transform.position.x, transform.position.y, -1),
                                                   Quaternion.identity);
             baby.SetActive(true);
             baby.transform.parent = transform;
             baby.GetComponent<Rigidbody2D> ().isKinematic = true;
             fertile = false;
             baby.GetComponent<Collider2D> ().enabled = false;
         
             baby.transform.localScale = Vector3.one * initSize;
             baby.gameObject.GetComponent<SpriteRenderer> ().color = babytone;
             //baby can't move yet
         
         
             doBirth = true;
             doGrow = false;
             StartCoroutine (co);
         }
     }
     private IEnumerator birthingCo()
     {
         while (doBirth) {
             baby.transform.position += (Vector3.one * growthRate);
             //if we are outside the parent
             if (!(GetComponent<SpriteRenderer> ().bounds.Intersects (baby.GetComponent<SpriteRenderer>().bounds))) {
                 print ("birthing"+baby.transform.position);
                 hitcount++;
                 //initialize baby
                 baby.GetComponent<Rigidbody2D> ().isKinematic = false;
                 baby.GetComponent<Collider2D> ().enabled = true;
                 baby.transform.parent = null;
                 //baby.transform.position = new Vector3 (baby.transform.position.x, baby.transform.position.y, 0);
                 baby.GetComponent<MovementList> ().enabled = true;
                 doBirth = false;
                 doGrow = true;
             }
             yield return null;
         }
         //switch to growth
         while(doGrow)
         {
             print ("baby scale"+ baby.transform.localScale);
             Vector3 scale = baby.transform.localScale+Vector3.one*growthRate*10;
             baby.transform.localScale.Set(scale.x,scale.y,scale.z);
                 //Vector3.Lerp(baby.transform.localScale,Vector3.one*fracSize,growthRate);
             if((baby.transform.localScale.magnitude>fracSize)&&doGrow)
             {
                 StopCoroutine(co);
             }
             yield return null;
         }
     }
 
 
 }

The trouble is that the scale of the "baby" never changes over time despite the fact that execution reaches:

 Vector3 scale = baby.transform.localScale+Vector3.one*growthRate*10;
             baby.transform.localScale.Set(scale.x,scale.y,scale.z);

I've tried lerping the localscale, adding to localscale, etc. Nothing seems to make it change. Is there another approach or fix to this problem?

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