

Vector3 GridPlaneNormal = new Vector3(0, 0, 1) Here is the data I have available: Vector3 Origin = new Vector3()

The grid location of the green line should still align with the upper left corner of the large white box.Īnd I just cannot figure out the offset I have to translate the grid :(Ĭalculate the difference between the two collision points (Yellow and Green) and use this as offset but on rotation the offset is too large and the grid is shifting. Here is the problem: I dont want the origin of the grid to change it's relativ location. Now if I rotate the large white cube I want the grid to rotate as well. (I can move the object along the grid without changing the grid location): Here are some debug-rays I already implemented:Įverything is working as intended as long as the object is not rotated.įor demonstration purpose the box is aligned with the grid center (the purple box).

If a negative number with an absolute value higher than the Cell Size is entered, then Unity will automatically change the absolute value to match the Cell Size instead.įor example, if Cell Size is (1, 1, 0) and Cell Gap is set to (–2, –2, 0), the Editor will automatically change the Cell Gap values to (–1, –1, 0) instead. Grid component settings window PropertyĮnter the size (in Unity units) of gaps between cells on this Grid. The Transform component then converts these local coordinates to world space or global coordinates. The component transforms Grid cell positions to the corresponding local coordinates of the GameObject. More info See in Glossary, based on a selected layout. More info See in Glossary, such as Tiles A simple class that allows a sprite to be rendered on a Tilemap. A GameObject’s functionality is defined by the Components attached to it. The Grid component is a guide which helps to align GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more.
