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This question was closed Apr 21, 2014 at 11:17 AM by Benproductions1 for the following reason:

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Question by ameya.nadkarni · Apr 20, 2014 at 11:22 AM · localscale

localScale for the Sprite is not working

I am working on the 2D game and trying to instantiate an object from prefab and scale it based on the value calculated at runtime from c# code.

Issue is if I drag the object in the screen and set scale values (0.9,0.9,0.9) from properties then it is working fine.

But when I am trying to change it from code is not working, shows default size all the time.

Here is the C# function which instantiates and scales object.

     var box = Instantiate (boxPrefab, new Vector3 (left, top, 0), Quaternion.identity) as GameObject;
     
     box.SendMessage ("SetImage", image);
     box.transform.localScale = new Vector3(scale, scale, scale);

     return box;
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avatar image Benproductions1 · Apr 20, 2014 at 01:27 PM 0
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And what is the outcome after that function gets called? Is your object not scaled by (scale, scale, scale)? If not, then what is it's scale? What is scale?

avatar image ameya.nadkarni · Apr 20, 2014 at 01:31 PM 0
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Value of scale can be 0.5, 0.7 or 0.9 based on some calculations. But is not getting applied to the object. All the time sprite is shown in the original size (1,1,1).

avatar image Benproductions1 · Apr 20, 2014 at 01:39 PM 0
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Is boxPrefab of type GameObject? If not, it should be, since you're casting it to GameObject. Have you tried debugging the problem?

avatar image ameya.nadkarni · Apr 20, 2014 at 01:43 PM 0
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Yes, it is of type GameObject, I am able to see the image on screen and everything is working fine except it is not getting scaled.

On debug I can see the localScale set to desired value but when rendered it resets value to (1,1,1) somehow.

avatar image Benproductions1 · Apr 20, 2014 at 01:49 PM 0
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Have you tried doing the same in an empty scene, to make sure no other script is affecting it's scale?

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