//This acts as if you are using a parent transform as your new pivot and transforming that parent instead of the child. //So instead of creating a gameobject and parenting "target" to it and translating only the parent gameobject, we can use this method. public static void SetScaleFrom(this Transform target, Vector3 worldPivot, Vector3 newScale) { Vector3 localOffset = target.InverseTransformPoint(worldPivot); Vector3 localScale = target.localScale; Vector3 scaleRatio = new Vector3(MathfExtensions.SafeDivide(newScale.x, localScale.x), MathfExtensions.SafeDivide(newScale.y, localScale.y), MathfExtensions.SafeDivide(newScale.z, localScale.z)); Vector3 scaledLocalOffset = Vector3.Scale(localOffset, scaleRatio); Vector3 newPosition = target.TransformPoint(localOffset - scaledLocalOffset); target.localScale = newScale; target.position = newPosition; }
//This acts as if you are scaling based on a point that is offset from the actual pivot. //It gives results similar to when you scale an object in the unity editor when in Center mode instead of Pivot mode. //The Center was an offset from the actual Pivot. public static void SetScaleFromOffset(this Transform target, Vector3 worldPivot, Vector3 newScale) { //Seemed to work, except when under a parent that has a non uniform scale and rotation it was a bit off. //This might be due to transform.lossyScale not being accurate under those conditions, or possibly something else is wrong... //Maybe things can work if we can find a way to convert the "newPosition = ..." line to use Matrix4x4 for possibly more scale accuracy. //However, I have tried and tried and have no idea how to do that kind of math =/ //Seems like unity editor also has some inaccuracies with skewed scales, such as scaling little by little compared to scaling one large scale. // //Will mess up or give undesired results if the target.localScale or target.lossyScale has any set to 0. //Unity editor doesnt even allow you to scale an axis when it is set to 0. Vector3 localOffset = target.InverseTransformPoint(worldPivot); Vector3 localScale = target.localScale; Vector3 scaleRatio = new Vector3(MathfExtensions.SafeDivide(newScale.x, localScale.x), MathfExtensions.SafeDivide(newScale.y, localScale.y), MathfExtensions.SafeDivide(newScale.z, localScale.z)); Vector3 scaledLocalOffset = Vector3.Scale(localOffset, scaleRatio); Vector3 newPosition = target.rotation * Vector3.Scale(localOffset - scaledLocalOffset, target.lossyScale) + target.position; target.localScale = newScale; target.position = newPosition; }