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In-game Snap to Grid and different scales of objects
Hello,
Im writing RTS game. Im currently using this script for placing objects in grid:
public static Vector3 MousePositionSnapToGrid(Vector3 position)
{
Vector3 currentPos = position;
position.x = Mathf.Round(currentPos.x / ResourceManager.GridSpacing) * ResourceManager.GridSpacing;
position.z = Mathf.Round(currentPos.z / ResourceManager.GridSpacing) * ResourceManager.GridSpacing;
return position;
}
It works great when building has all the same scales but it goes out of grid for building that has different scale. I think that it has something to do with pivot but im'not certainly sure how to fix this issue. Have You any ideas?
There's screen describing the problem - http://imgur.com/H8Z9d37
As you can see building with scale 1 and road are placed correctly while building with scale 2 not.
Regards
Not sure of your intention. The above code will place things on a specific grid spacing regardless of size. Given perspective, it does appear that your red-boxed objects are on the same grid.
Answer by WhoRainZone1 · Jul 09, 2014 at 03:50 PM
I did exactly the same, my suggestion is that you put those buildings into an empty gameobject. Because it's an child of that gameobject now, you can then position it so that a corner of the building is at the position of that gameobject. Then you just have to look that your building size can be divided by your grid size to make it align those grids. The main problem with your attempt is probably that you're using the buildings center origin, if not my suggestion may be not working for you.
Yes I am using buildings center as origin and I think I should use left top corner. Im trying to add emtpy gameobject and position it but it nothing changes, hmm.
EDIT:: Lol I did it and it works but I still don't know how I did it. What should be the exact position?
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