Why do all of my fields are in the same position in the Scene view, but the transform.position is different?
private void GenerateTileMap() {
fields = new GameObject[worldSize, worldSize];
for (int x = 0; x < worldSize; x++) {
for (int y = 0; y < worldSize; y++) {
fields [x, y] = new GameObject ("Field");
fields [x, y].transform.localPosition = new Vector3 (x * fieldSize, 0f, y * fieldSize);
fields [x, y].transform.SetParent (transform);
GameObject newField = BuildTile (10f, "Tile");
newField.transform.SetParent (fields[x, y].transform);
newField.transform.position = new Vector3 (0f, 0f, 0f);
}
}
}
private GameObject BuildTile(float size, string name) {
GameObject newTile = GameObject.CreatePrimitive (PrimitiveType.Cube);
newTile.name = name;
newTile.transform.localScale = new Vector3 (size, 1f, size);
MeshRenderer rend = newTile.GetComponent<MeshRenderer> ();
return newTile;
}