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Why is the position coordinates different from the scale?
I'm trying to recreate a school map. I have surmised that my map is 105 by 73 units. So I made a plane of that size. Now unity sets the center point at 0,0. But I want to set the center to the bottom left of the plane, relatively speaking. Logically, I thought that I would have to move the object relatively to the right and up(or away?) by half the plane size. So the transform position should be x52.5 and y36.5. But instead, after a bit of trial and error, I needed to use x525 and y365. That's 10x of what I would use on paper IRL.
Is my math wrong?
Additionally, if I set an object(e.g. wall) to be a child of that plane, why do I need to set the position to 5,0,5 to put it on the corner of the plane? How does that relatively relate to the parent object?
Answer by maccabbe · Mar 15, 2015 at 07:18 PM
Planes are 10x10 units so by making the scale 105x73 you made the size of your plane 1050x730 units.
you mean to say planes have their own zone, or area, or whatever the correct term is? is this limited to planes? what about other objects with surfaces like cubes? is there a way to change this so that planes and the global grid is 1:1?
Answer by lullaharsh · Mar 16, 2015 at 06:36 AM
10x10 makes it more useful for vertex lighting, in case you're using spotlights/point lights. The primitives are just there for prototyping. It's highly unlikely you would use them for anything in a finished product, nor are you intended to. Unity isn't a modeling app; the intention is that you bring in all resources from external apps. If for whatever reason you don't want to use a modeling app to make a 1x1 plane, you can use an editor script like this.
Source: Eric5h5. You can find this thread here
Please mark as correct if it helped