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Question by Chazzwazzler · Feb 27, 2021 at 06:36 PM · 2dmathfalignment

Round an object's position based on its scale

I have a building game where you can choose to have what you place to be basically aligned to a grid by rounding its position. I achieve that with this little bit of code: transform.position = new Vector2(Mathf.Round(transform.position.x), Mathf.Round(transform.position.y)); The problem is, this just rounds it to the nearest whole number, resulting in placing objects smaller or larger than 1x1 to align incorrectly, as shown in this image: alt text

How can I change my code for it not to do this?

image-2021-02-27-113456.png (39.4 kB)
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Answer by highpockets · Feb 27, 2021 at 08:42 PM

Well it really depends on your grid. If you have a grid with items spaced evenly with a distance of 1 unit between each item, and starting at the world origin, then you would just round your number to the nearest whole numbers, but it is a lot nicer to be able to dynamically change things. UNTESTED


 public int rows;
 public int cols;
 
 public float spread;
 
 Vector2[,] grid = [cols, rows];
 
 void Start()
 {
     for(int i = 0; i < cols; i++)
     {
         for(int j = 0; j < rows; j++)
         {
             grid[i,j] = new Vector2(spread * (float)i, spread * (float)j);
         }
     }
 }
 //iterate through the grid items to find the closest
 public Vector2 FindClosestItem(Vector2 pos)
 {
     Vector2 closest = grid[0,0];
 
     float shortestDist = spread * (float)rows;
 
     for(int i = 0; i < cols; i++)
     {
         for(int j = 0; j < rows; j++)
         {
             float dist = Vector2.Distance(grid[i,j], pos);
 
             if(dist <= shortestDist)
             {
                 shortestDist = dist;
                 closest = grid[i,j];
             }
         }
     }
 }
 //alternatively you could just calculate based on the spread but this does not take bounds into account, though it could with a couple modifications. This would be the more optimized approach depending on how big the grid.
 public Vector2 CalculateClosest(Vector2 pos)
 {
     float xRemainder = pos.x % spread;
     float yRemainder = pos.y % spread;
 
     float yOffset = (yRemainder >= spread * 0.5f) ? spread - yRemainder : -yRemainder;
     float xOffset = (xRemainder >= spread * 0.5f) ? spread - xRemainder : -xRemainder;
     
     return new Vector2(pos.x + xOffset, pos.y + yOffset);
 }

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avatar image Chazzwazzler · Feb 28, 2021 at 02:18 AM 0
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Thank you! The CalculateClosest function worked perfectly for this!

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