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Question by Ragnabob · Mar 10, 2020 at 03:18 PM · localposition

Changing LocalPosition with new Vector3, but actual values are complete off

Been working on my project and I mainly use UI elements for the game.

I have used several Images next to each other, these are my 'lanes'. In these lanes I spawn up to 2 units per lane. When I initially spawn them and set their localposition, they are perfectly in the place I put them. But, when I later change them, it behaves completely different. For example: Spawning

 float[,] displacements = new float[,]{ {47f,-50f},{47f,-150f} };
 int dispIndex = (unitInLane.top ? 0 : 1);
 if(unitInLane.facing < 0){
         unitInLane.obj.transform.localPosition = new Vector3(  -1 * displacements[dispIndex,0], displacements[dispIndex,1],0f);
         unitInLane.obj.transform.localRotation = Quaternion.Euler(0f,0f,90);
     }else
         unitInLane.obj.transform.localPosition = new Vector3( displacements[dispIndex,0], displacements[dispIndex,1],0f);

But later I change them:

 for(int i = 0;i<unitsInLanes.Length;i++){
             unitsInLanes[i].obj.transform.localScale = new Vector3(1f,1f,1f);
             int index = unitsInLanes[i].top ? 0 : 1;
             if(unitsInLanes[i].facing < 0){
                 unitsInLanes[i].obj.transform.localPosition = new Vector3(  -1 * displacements[index,0], displacements[index,1],0f);
                 unitsInLanes[i].obj.transform.localRotation = Quaternion.Euler(0f,0f,90);
             }else
                 unitsInLanes[i].obj.transform.localPosition = new Vector3( displacements[index,0], displacements[index,1],0f);
             unitsInLanes[i].obj.transform.localPosition += new Vector3(0,105f,0f);
         }

Somehow the object end up 105f lower in the Y direction. X direction is correct, but Y is consistently off. What is happening here? When I log the localposition vector is says perfectly the correct space, but in the inspector and scene it shows it 105f down...

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avatar image JPhilipp · Mar 10, 2020 at 08:58 PM 0
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@Ragnabob Are these transform objects of which you set the localPosition by any chance wrapped in a gameObject containing a rigidbody that would make them fall due to gravity?

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