The problem is that the object extends behind the player as well as in front of the player when it should only extends in front.
(Note that in the code I used a coroutine but that will change.)
using UnityEngine;
using System.Collections;
namespace Projectiles
{
public class ElementBlast : Projectile
{
public float rotationSpeed;
protected override void Start ()
{
StartCoroutine ("InGrowth");
}
IEnumerator InGrowth ()
{
while (transform.localScale.x < 7) {
var g = GetComponent<CapsuleCollider> ().bounds.extents.x;
Debug.Log (g);
Debug.Log (transform.position);
transform.localScale += new Vector3 (.25f, 0, 0);
transform.position += new Vector3 (.25f * transform.parent.transform.parent.forward.x, 0, 0);
yield return new WaitForSeconds (.05f);
}
}
}