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 ArticleConsistent 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 ArticleDistributing 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 ArticleWhy 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 ArticleComparing 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 ArticleChange 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 ArticleElegantly 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 ArticleVersion 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 ArticleHaving 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 Articleposition 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 ArticleConsistent 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 ArticleDistributing 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 ArticleWhy 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 ArticleComparing 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 ArticleChange 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 ArticleElegantly 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 ArticleVersion 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 ArticleHaving 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 Articleposition 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 ArticleConsistent 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