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position transformations

I have a function that outputs the positions of several points that I use to connect lines to. Each line is its own gameobject, initially the calculation of the positions works great. But I parented...

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Consistent World Transformation of Collider Point

I'm trying to get accurate world coordinates for a certain local point of an object's box collider (say, the bottom rear right corner when facing +z). I've used the following implementation in a script...

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Distributing agents over an area

Hello, I have multiple agents (hundreds) in my scene, heading to different areas. An area is a GameObject with a cube and a mesh renderer, material is translucent. At start each agent have one (random...

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Why transform.TransformPoint(transform.position) prints differently than...

From a script attached on an object, which actually casts a Linecast from itself to a "target" object, I instruct to print the following two statements: print...

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Comparing World Positions

So I've been trying to find the closest node to a certain object: void FindClosestNode (Transform comparitive) { float closeDistance = Mathf.Infinity; GameObject closestNode = null; GameObject[] gNodes...

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Change vertex's world position

Hi, I'm trying to create bumps on my mesh. To do so, I have to tell every vertex of my mesh to change its "y" value. It worked fine, when I had one mesh. The problem started when I created chunks. So...

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Elegantly flattening a relative vector

Vector3 zed = other.transform.InverseTransformVector (transform.position - other.transform.position); zed .x = 0f; zed .y = 0f; zed = other.transform.position + other.transform.TransformVector (zed);...

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Version of Transform.TransformPoint which is unaffected by scale?

Is there a scale-independent version of Transform.TransformPoint? I am trying to convert a position to a localized position relative to an object, and then round that position. The problem is that with...

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Having trouble with the transform.TransformPoint function

Here's my code: RHS = transform.TransformPoint(2, 0, 0); Debug.DrawRay(transform.position, RHS, Color.blue, 20); When I ran this, I expected to get a line drawn from the gameObject's transform directly...

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position transformations

I have a function that outputs the positions of several points that I use to connect lines to. Each line is its own gameobject, initially the calculation of the positions works great. But I parented...

View Article

Consistent World Transformation of Collider Point

I'm trying to get accurate world coordinates for a certain local point of an object's box collider (say, the bottom rear right corner when facing +z). I've used the following implementation in a script...

View Article

Distributing agents over an area

Hello, I have multiple agents (hundreds) in my scene, heading to different areas. An area is a GameObject with a cube and a mesh renderer, material is translucent. At start each agent have one (random...

View Article

Why transform.TransformPoint(transform.position) prints differently than...

From a script attached on an object, which actually casts a Linecast from itself to a "target" object, I instruct to print the following two statements: print...

View Article


Comparing World Positions

So I've been trying to find the closest node to a certain object: void FindClosestNode (Transform comparitive) { float closeDistance = Mathf.Infinity; GameObject closestNode = null; GameObject[] gNodes...

View Article

Change vertex's world position

Hi, I'm trying to create bumps on my mesh. To do so, I have to tell every vertex of my mesh to change its "y" value. It worked fine, when I had one mesh. The problem started when I created chunks. So...

View Article


Elegantly flattening a relative vector

Vector3 zed = other.transform.InverseTransformVector (transform.position - other.transform.position); zed .x = 0f; zed .y = 0f; zed = other.transform.position + other.transform.TransformVector (zed);...

View Article

Version of Transform.TransformPoint which is unaffected by scale?

Is there a scale-independent version of Transform.TransformPoint? I am trying to convert a position to a localized position relative to an object, and then round that position. The problem is that with...

View Article


Having trouble with the transform.TransformPoint function

Here's my code: RHS = transform.TransformPoint(2, 0, 0); Debug.DrawRay(transform.position, RHS, Color.blue, 20); When I ran this, I expected to get a line drawn from the gameObject's transform directly...

View Article

position transformations

I have a function that outputs the positions of several points that I use to connect lines to. Each line is its own gameobject, initially the calculation of the positions works great. But I parented...

View Article

Consistent World Transformation of Collider Point

I'm trying to get accurate world coordinates for a certain local point of an object's box collider (say, the bottom rear right corner when facing +z). I've used the following implementation in a script...

View Article
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