0
\$\begingroup\$

Is it possible to change localScale.x in Unity without creating a new Vector3?

\$\endgroup\$
  • \$\begingroup\$ What's the problem with transform.localScale = new Vector3(changedXScale, transform.localScale.y, transform.localScale.z); that you're trying to solve? This can be expressed in several different ways, depending on your objective. \$\endgroup\$ – DMGregory Sep 22 '17 at 16:30
  • \$\begingroup\$ @DMGregory, I was worried about the performance and the answer tackled the issue. Thank you for the attention. \$\endgroup\$ – qqqqqqq Sep 22 '17 at 20:32
1
\$\begingroup\$

Yes, simply write: localScale.x = 100.0 or whatever you'd like.

This doesn't work when the localScale you're referring to (which is not clear) is a property of some instance, because C# properties are just syntactic sugar for function invocations and you'd thus be changing a member of a local temporary, not the actual backing Vector3. In those cases you must replace the entire Vector3, as in foo.localScale = new Vector3(x, y, z);.

This may be a minor inconvenience in terms of typing, but since Vector3 is a value type there is no appreciable performance overhead (you're not creating garbage on the heap, for example, as you would if Vector3 was a reference type).

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.