I have experience with Unity3D and Unreal, and from those experiences I know not to mess with scale unless it is absolutely necessary. However, I’m trying to create a card based game using spriterenderer (instead of UI Images), and I find the amount of work to circumvent scale is a little annoying.
I want to increase the size of the card when I hover over it, but manually changing the spriterenderer size, collider size, and any child objects seems a bit too tedious. Should I just use scale? I don’t want to accidently use it and learn later down the line how it messes with visuals or optimization or anything. Still new to 2D so sorry if this is such a basic question.
I have experience with UI, but I want something more usable with animations and particles, as well as avoid the overabundance of functionality I don’t need (select and pointer enter don’t need to be separate, nor do I want to deal with the event system). I’d rather craft my own systems for it.
I’m not sure what you mean by this. So attach everything i want to scale to an empty gameobject, and then scale those children? I still have to scale each child individually (since the card back, text, and card image are separate). i’m not sure I understand.
make card’s child Object, Lets call this as a ‘Body’
give Body a component that you want to increase, ex) sprite, text, Collider
now delete the card’s Component as Body’s Component.
It does for physics because all those colliders will be recreated. Depending on the collider and how many, it adds up. There is no scale within the physics system (Box2D) which makes everything immutable.