# How to stretch cylinder along longer side ?

Hi guys, I have an issue with the axis of a cylinder.

I’ve got two balls and a cylinder being stretched between them. When I click and move one of the balls I want the cylinder to scale between them. As I run Unity the cylinder is stretched along its Z axis (the shorter part of the cylinder).

I want it to be stretched along the Y axis (the longer part of the cylinder) but when I change scale.z = scale0.z to scale.y = scale0.y it elongates the cylinder obliquely because the transform.LookAt(pB) function runs on a different axis.

The code is:

``````Transform ballA;
Transform ballB;
Vector3 scale0; // initial localScale

void  Start (){
scale0 = transform.localScale;
}

void  Update (){
Vector3 pA= ballA.position;
Vector3 pB= ballB.position;
transform.position = (pA+pB)/2;
transform.LookAt(pB); // make it look to ballB position
// adjust cube length so it will have its ends at the sphere centers
Vector3 scale= scale0;
scale.z = scale0.z * Vector3.Distance(pA, pB);
// stretch it in the direction it's looking
transform.localScale = scale;
}
``````

How do I adjust LookAt and the scale axis so that the cylinder is stretched between the balls along its longer side ?

Otherwise, you can adjust the rotation later. LookAt always aims your +z, which means your +Y always needs a 90 degree x-spin to be looking. So can use (from memory): `transform.Lookat(thing); transform.Rotate(90,0,0);`.