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Question by alexander11 · Jul 03, 2018 at 05:58 AM · c#instantiategridoffsetalgebra

Having trouble adding offsets to my grid

I would like to add some offsets to my points in my grid but I don't know how. I made it where it had to generate a grid full of cubes from the center but ever since adding that I am unable to figure out how to implement the offset part, I'm trying to do this in the pic.

Example Pic: alt text

Code:

 public class Grid : MonoBehaviour {
 
     public Vector3[] points;
 
     public int xSize = 5;
     public int zSize = 5;
     public float offset = 1;
     // Use this for initialization
     void Start () {
 
         points = new Vector3[zSize * xSize];
 
         for(int i = 0, z = 0; z < zSize; z++)
         {
             for (int x = 0; x < xSize; x++, i++)
             {
                 points[i] = new Vector3(x - (xSize / 2f), z - (zSize / 2));
                 print("There are " + points[i]);
             }
         }
         
     }
     private void OnDrawGizmos()
     {
         Gizmos.color = Color.black;
         for (int i = 0; i < points.Length; i++)
         {
             Gizmos.DrawSphere(points[i], 0.1f);
         }
     }
 
     // Update is called once per frame
     void Update () {
         
     }
 }
 


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avatar image NoDumbQuestion · Jul 03, 2018 at 06:07 AM 0
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 for(int i = 0, z = 0; z < zSize; z++)
          {
              for (int x = 0; x < xSize; x++, i++)
              {
                  points[i] = new Vector3(x - (xSize / 2f), z - (zSize / 2));
                  print("There are " + points[i]);
              }
          }

This will give you out of range index. Should be:

     for(int i = 0, z = 0; z < zSize - 1; z++)
                  for (int x = 0; x < xSize - 1; x++, i++)


And you should make the code increment value of original position + offset inside loop. Ins$$anonymous$$d of making a new Vector3 inside loop

avatar image alexander11 NoDumbQuestion · Jul 03, 2018 at 09:05 PM 0
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I managed to do what I wanted to do by using this:

points[i] = new Vector3(x offset - (xSize (offset 0.5f) - (offset / 2)), z offset - (zSize (offset 0.5f) - (offset / 2)));

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Answer by KalleRosendahl · Jul 03, 2018 at 09:27 PM

isnt it just to multiply by 2?

 points[i] = new Vector3((x - (xSize / 2f))*2, (z - (zSize / 2))*2);

that should make the offsets twice as large ie 2 units instead of 1

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