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Question by hellpenguin30 · Apr 13, 2017 at 12:24 PM · scaling

Parenting -Child Scaling issue

So i have a small issue in my game where the player can grab objects by pressing E. the object becomes a child of the parent camera and then when the mouse button 1 is pressed the object will drop. Which is good. only issue every time the object is picked up it gets bigger and bigger. Any ideas on whats causing this to occur

using UnityEngine; using System.Collections;

public class GrabAndDrop : MonoBehaviour {

public Transform Player; public Transform FPSCam; public float ThrowStrengh; //below checks if object is being caried or not bool hasPlayer = false; bool hasCarried = false; private bool touched = false; // if object hits a wall will not go through

// Use this for initialization void Start () {

}

// Update is called once per frame void Update () { float dist = Vector3.Distance (gameObject.transform.position, Player.position); if (dist <= 2.5f) { hasPlayer = true; } else { hasPlayer = false; } if(hasPlayer && Input.GetKeyDown(KeyCode.E))

{ GetComponent ().isKinematic = true; transform.parent = FPSCam; hasCarried = true;

} if (hasCarried) {

if (touched) { GetComponent ().isKinematic = false; this.transform.parent = null; hasCarried = false; touched = false; }// end of if touched

if (Input.GetKeyDown (KeyCode.Mouse0)) { GetComponent ().isKinematic = false; this.transform.parent = null; hasCarried = false; GetComponent ().AddForce (FPSCam.forward * ThrowStrengh);

} else if (Input.GetKeyDown (KeyCode.Mouse1)) { GetComponent ().isKinematic = false; this.transform.parent = null; hasCarried = false;

}

}// end of it has carried

}

void OnTriggerEnter() { if (hasCarried) { touched = true; }

} }

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