I have a pair (or more) of spheres in my scene and I’m connecting them using a (C#) script that instantiates a cylinder prefab, then scales and rotate it.
I’m using the following code (taken from this answer):
// Position it
transform.position = (v3End-v3Start)/2.0f + v3Start;
var v3T = transform.localScale; // Scale it
v3T.y = (v3End-v3Start).magnitude;
transform.localScale = v3T;
// Rotate it
transform.rotation = Quaternion.FromToRotation(Vector3.up, v3End-v3Start);
It works fine, with the exception that the resulting cylinders (or “edges”) are always longer than the spheres, resulting in this effect:
I would like the cylinder to start and terminate to and from the center of the spheres and not continue further creating this “skewers” effect. I think the solution lies where the cylinders are scaled, however I was not able to fix this. Any hint?