Question by
eco_bach · Feb 18, 2021 at 06:01 PM ·
transform.translatetransform.rotate
Duplicate, Translate and Rotate Quad so that edges meet
So the following code works if I have a default Quad of 1m x 1m unit dimensions. The edges of the duplicated quad align with the edges of the original. But this breaks if the quad is first scaled to other dimensions.
Is there a general formula that will work with quads of varying dimensions?
GameObject duplicate = Instantiate(original);
Vector3 offset = new Vector3(-.5f, .5f, 0);
duplicate.transform.Translate(offset, Space.Self);
duplicate.transform.Rotate(0, 0, 90);
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