Looks like you are not using hierarchies properly. You can set "transform width/height" for all children in a hierarchy. Then when you change the scale of the parent object, all children will be scaled automatically with it.
You also don't need to link parts of the hierarchy with instance variables. If collider_char is the parent object, to pick its head you simply use "collider_char Pick Children Head" condition.
You can create a family called Limbs for all arms/legs sprites. Then the code may look like this:
> if Body Scale=0.5
Body pick children Limbs : Limbs set scale to 0.7
Thank you for replying!
Looks like you are not using hierarchies properly. You can set "transform width/height" for all children in a hierarchy. Then when you change the scale of the parent object, all children will be scaled automatically with it.
I'm not sure I get this! I do have "transform width/height" ticked and they are scaling correctly. I scale the body and then everything scales acordingly. It's only that when I have the "baby size" (0.5), I don't want the head and the arms to scale to 0.5 but 0.7.to give the chibi look.
I want to do this only for baby characters in the loading stage. But when I try to add at the end of 'on start layout' it does nothing. If I add it a single trigger it does affect all the bodies, regardless thir escale.
I could only make it work when 'on drag', but i need it to happen before you interact with the character.