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Question by Hatdatsat · Sep 19, 2018 at 10:01 AM · gameobjectmeshverticesworldspacelocalspace

vertices to world position

Seems im doing something wrong.

 void Start () {
 PaintableObjects = GameObject.FindGameObjectsWithTag("paintable");
 Matrix4x4 localToWorld = transform.localToWorldMatrix;
         foreach(GameObject go in PaintableObjects) {
             Mesh mesh = go.GetComponent<MeshFilter>().sharedMesh;
             testing = new Vector3[mesh.vertices.Length];
             for (int test = 0; test < mesh.vertices.Length; test++) {
                 testing[test] = localToWorld.MultiplyPoint3x4(mesh.vertices[test]);
                 Debug.Log(testing[test] + " " + mesh.vertices[test]);
 
             }
         }
 }

i have also tried transfrom.TransformPoint(); but i keep getting 0.5,-0.5,0.5 on both sides but that shouldn't happen the objects arent placed at 0.0.0 but at different locations. im using cubes to test so local world should be 0.5,-0.5,0.5 and with the x 2 the world space should be 2.5,-0.5,0.5 but instead im getting the normal value i get.

not sure what im doing wrong

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Answer by Hatdatsat · Sep 19, 2018 at 11:25 AM

so i got it to work. i used this before:

 transform.TransformPoint(mesh.vertices[vert]);

but you need to define the gameobject before transform so:

 PaintableObjects[i].transform.TransformPoint(mesh.vertices[vert]);

I used a for loop instead of foreach that is why the [i] part. And the way i got my object was like this (not that its important how to get the object but i added it to explain the PaintableObjects[i] part)

PaintableObjects = GameObject.FindGameObjectsWithTag("paintable");

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