Shrinking Objects

For some reason when I pick up an object, the object shortens and widens…
I honestly don’t know what else to say.

This is my script:

using UnityEngine;
using System.Collections;

#pragma warning disable 0414

namespace CarryingItems {

    public class PickUp : MonoBehaviour {
       
        private float RayCastLength = 2.15f;
        public LayerMask RayMask;
       
        private float OffsetDropPosition = 2;
       
        // The parent.
            private GameObject UtilityProps;   
       
        // Where to place the item.
            private GameObject Hand;
           
        // The object I'm carrying.
            public GameObject CarriedObject;
       
        // The character and camera.
            private GameObject Character;
            private GameObject CameraMain;
       
        // The children the objects consist of.
            private GameObject Handle;
            private GameObject HandleExtra;
            private GameObject BladeHolder;
            private GameObject Blade;
       
        private bool ItemPickedUp;
       
        public bool LookingAtObject;
       
        private RaycastHit FilterHit;
       
        public bool ItemInHand;
       
        void Awake() {
            ItemInHand = HandHeldCollider.ItemInHand;
           
            UtilityProps = GameObject.Find("UtilityProps");
            Hand = GameObject.Find("ItemHand");
            Character = GameObject.Find("PlayerCharacter");
            CameraMain = GameObject.Find("MainCamera");
        }           
       
        void Update() {
            CarriedObject = GameObject.FindWithTag("PickedUp");
           
            if(ItemPickedUp == false) {
                LookingAtObject = Physics.Raycast(CameraMain.transform.position, CameraMain.transform.forward, out FilterHit, RayCastLength, RayMask.value);
            }
           
            if (Input.GetKeyDown("e")) {   
                if(ItemPickedUp == false) {
                    if(FilterHit.rigidbody.gameObject != null) {
                        ItemPickUp();
                    }
                }
                else if(ItemPickedUp == true){
                    ItemDrop();
                }
            }           
        }
       
        void ItemPickUp() {
            if (LookingAtObject == true) {
                FilterHit.rigidbody.gameObject.tag = "PickedUp";
                   
                CarriedObject.transform.parent = Character.transform;
                CarriedObject.GetComponent<Rigidbody>().useGravity = false;
                CarriedObject.GetComponent<Rigidbody>().isKinematic = true;
                CarriedObject.transform.position = Hand.transform.position;
                CarriedObject.transform.rotation = Hand.transform.rotation;
                ItemPickedUp = true;
                   
                CarriedObject.transform.GetChild(1).gameObject.GetComponent<Collider>().enabled = false;
                CarriedObject.transform.GetChild(2).gameObject.GetComponent<Collider>().enabled = false;
                CarriedObject.transform.GetChild(3).gameObject.GetComponent<Collider>().enabled = false;
            }
        }
       
        void ItemDrop() {
            CarriedObject.transform.parent = UtilityProps.transform;
            CarriedObject.transform.position = CameraMain.transform.position + CameraMain.transform.forward*OffsetDropPosition;
            CarriedObject.transform.rotation = Character.transform.rotation;
            CarriedObject.GetComponent<Rigidbody>().useGravity = true;
            CarriedObject.GetComponent<Rigidbody>().isKinematic = false;
            ItemPickedUp = false;
               
            CarriedObject.transform.GetChild(1).gameObject.GetComponent<Collider>().enabled = true;
            CarriedObject.transform.GetChild(2).gameObject.GetComponent<Collider>().enabled = true;
            CarriedObject.transform.GetChild(3).gameObject.GetComponent<Collider>().enabled = true;
               
            CarriedObject.gameObject.tag = "Carryable";
           
            CarriedObject = null;
        }   
    }
}

I guess it transforms with the mix of the items scale values and your hands values in here:

CarriedObject.transform.parent = Character.transform;

So, can you tell us the values of your carriedobject scale and your character scale?

My object sizes are 466.6667, 4168.181, 23333.33 and my character sizes are all 0.5.

Okay, thats not how you should work. It should be like one size for all, so 1 unit is 1 meter for example. You will always run into problems with different scales.

Thank you. I got the models from online until I had time to make my own so they all had different sizes.