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Translate a 2D position to a 3D space
So i'm working in a tycoon game where you can build your own place, you can make your own place layout and stuff, the layout creating is in 2D by placing sprites, the problem is translating those sprite positions into the respective 3D models, i've tried spawning the 3D objects normally but if i have a straight line of tiles and i one put one below other in the 3D world instead of putting it to the side it will put it below [Who would have figured]. The way that i spawn the tiles is with a Raycast. Thanks in advance!
if (rayHits.collider == null || rayHits.transform.gameObject.GetComponent<BlueprintObject>() == null)
{
Instantiate(finalObject, transform.position, Quaternion.identity);
Instantiate(equivalentIn3D, transform.position, Quaternion.identity);
}
else
{
if (rayHits.transform.gameObject.GetComponent<BlueprintObject>().objectIdentifier != objectIdentifier)
{
Instantiate(finalObject, transform.position, Quaternion.identity);
Instantiate(equivalentIn3D, transform.position, Quaternion.identity);
}
}
I'd help, but I have a hard time visualizing what the problem is. Could you explain further why the position is wrong? Also, are the tiles on the XZ plane?
Looks like a Y coord issue. Just guessing here, because you're not providing any code, but is it possible that you're doing Vector3(tilePos.x, tilePos.y, 0) instead of Vector3(tilePos.x, 0, tilePos.y) ?
Answer by ProfMonkey07 · Nov 16, 2020 at 05:38 PM
use code on each 2d sprite that spawns their 3d version on top of them when it switches to 3d maybe? like when the 3d button is pressed, they instantiate the correct 3d model on top of them, so in other words use instantiate the 3d model on the 2d sprite instead of a raycast
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