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Question by kendyb · Jan 29, 2018 at 06:59 AM · c#positiongridlevel editor

Pick correct spot on grid

I am trying to create a grid so I can place blocks on the grid for a brick breaker style game. I need to raycast the mouse position into the grid and pick the correct spot on the grid to place the brick. I have looked up a couple of answers around the net, but none of them seem to be accurate enough to pick the correct grid spot. My code is below. The function GetNearestPointOnGrid is what I am using to find the point that should give me the spot on the grid I would need. That function is based on answers that I found around the net similar to this one https://answers.unity.com/questions/126406/how-to-instantiate-a-prefab-onto-a-grid.html

using UnityEngine;

public class Grid : MonoBehaviour {

 public Transform CollisionPlane;
 public Vector2 Size = new Vector2(5, 5);
 public Vector2 Scale = new Vector2(2, 1);
 public float PointRadius = 0.125f;

 // Use this for initialization
 void Awake ()
 {
     SetupCollisionPlane();
 }

 // Update is called once per frame
 void Update ()
 {
     
 }

 private void OnDrawGizmos()
 {
     // draw points
     Gizmos.color = Color.green;
     for (int x = 0; x < Size.x+1; x++)
     {
         for (int y = 0; y < Size.y+1; y++)
         {
             Gizmos.DrawSphere(new Vector3(x * Scale.x, y * Scale.y, 0), PointRadius);
         }
     }

     // draw Vertical lines
     Gizmos.color = Color.red;
     for (int x = 0; x < Size.x+1; x++)
     {
         Gizmos.DrawLine(new Vector3(x * Scale.x, 0, 0),
                         new Vector3(x * Scale.x, Mathf.Pow(Scale.y, 2) * Size.y, 0));
     }

     // draw horizontal lines
     for (int y = 0; y < Size.y+1; y++)
     {
         Gizmos.DrawLine(new Vector3(0, y * Scale.y, 0),
                         new Vector3(Scale.x * Size.x, y * Scale.y, 0));
     }
 }

 private void SetupCollisionPlane()
 {
     // scale
     CollisionPlane.localScale = new Vector3(Size.x * Scale.x,
                                             Size.y * Scale.y,
                                             0.01f);

     // position
     CollisionPlane.position = new Vector3(CollisionPlane.localScale.x * 0.5f,
                                           CollisionPlane.localScale.y * 0.5f,
                                           0.01f);
 }

 public Vector3 GetNearestPointOnGrid(Vector3 pos)
 {
     Vector3 position = pos - transform.position;

     position = new Vector3(Mathf.Floor((position.x / Size.x) * Size.x, 
                            Mathf.Floor((position.y / Size.y) * Size.y), 
                            0);

     return position;
 }

}

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