I have 3 sliders which are showing bounds.encapsulated values of axis X,Y,Z. You can scale down or scale up model and proportionally to Unity 3D local scale of 1 for game object.
Note: GetScale()
method gets bounds.size and shows to slider.
Note: SetScale()
method is called every time the value of the slider is changed and saves the game object localScale.
public Vector3 GetScale()
{
combineBounds = _obj.transform.GetComponent<Renderer>().bounds;
Renderer[] renderers = _obj.transform.GetComponentsInChildren<Renderer>();
foreach (Renderer render in renderers)
{
combineBounds.Encapsulate(render.bounds);
}
Debug.Log(combineBounds.size.x);
return combineBounds.size;
}
public void SetScale()
{
float xAxis = 0.0f;
float yAxis = 0.0f;
float zAxis = 0.0f;
if (sca.x != combineBounds.size.x )
{
xAxis = 1 - (sca.x / combineBounds.size.x);
xAxis *= -1;
}
if (sca.y != combineBounds.size.y)
{
zAxis = 1 - (sca.y / combineBounds.size.y);
zAxis *= -1;
}
if (sca.z != combineBounds.size.z)
{
yAxis = 1 - (sca.z / combineBounds.size.z);
yAxis *= -1;
}
_obj.transform.localScale = new Vector3(_obj.transform.localScale.x + xAxis,
_obj.transform.localScale.y + zAxis,
_obj.transform.localScale.z + yAxis);
}
Scaling up works super fine. But scaling down doesn't work good.