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Question by Timurov · Jan 21, 2013 at 12:26 PM · gameobjecttransformswitchlocalpositionlocalrotation

transform.localPosition problem.

I'm trying to transform several gameObjects, through assigning a vectors for localPosition and localRotation using switch statement, see below, but when I'm trying to assign a assigned vectors to a gameObjects in result I've blinking gameObjects in assigned vectors by switch statement, I don't know what I'm doing wrong, please help in this matter.

 switch(mapto.mapTo)
                     {
                     case"x":
                             v.Set(UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom),v.y, v.z);
                         break;
                     case"y":
                             v.Set(v.x, UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom), v.z);
                         break;
                     case"z":
                             v.Set(v.x, v.y, UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom));
                         break;
                     case"a":
                             r.Set(UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom), r.y, r.z, r.w);
                         break;
                     case"b":
                             r.Set(r.x, UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom), r.z, r.w);
                         break;
                     case"c":
                             r.Set(r.x, r.y, UDPReceive.ReadSingleBigEndian(UDPReceive.data, mapto.indexToReadFrom), r.w);
                         break;
                     }
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