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Question by Reeceg · May 06, 2015 at 05:09 AM · c#transformworldspacelocalspace

transform.position is giving me local space

This is my code to crate a quad but as the title says the quad is crated in local space and not world.

 Mesh CrateMeshChunk()
     {    
           V1 = Me.transform.position;
         V2 = NeighbourTop.transform.position;
         V3 = NeighbourLeft.transform.position;
         V4 = NeighbourLeft.GetComponent<Neighbour>().NeighbourTop.transform.position;
 
         Mesh mesh = new Mesh();
 
          Vector3[] vertices = new Vector3[]
          {
              V1,V2,V3,V4,
          };
  
          Vector2[] uv = new Vector2[]
          {
             UV1,UV2,UV3,UV4,
          };
      
          int[] triangles = new int[]
          {
              0, 1, 2,
              2, 1, 3,
          };
      
          mesh.vertices = vertices;
          mesh.uv = uv;
          mesh.triangles = triangles;
      
          return mesh;
      }


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avatar image Eric5h5 · May 06, 2015 at 05:58 AM 0
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No, Transform.position is world space. In order to get local position (relative to a parent), you need to use Transform.localPosition.

avatar image Reeceg · May 06, 2015 at 07:17 AM 0
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No im trying to get world space but it gives me local.

avatar image Yword · May 06, 2015 at 08:37 AM 1
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The mesh.vertices are in local space relative to its attached gameObject, maybe you should transform the vertex position from world to local:

 V1 = quadTransform.InverseTransformPoint($$anonymous$$e.transform.position);
 V2 = quadTransform.InverseTransformPoint(NeighbourTop.transform.position);
 V3 = quadTransform.InverseTransformPoint(NeighbourLeft.transform.position);
 V4 = quadTransform.InverseTransformPoint(NeighbourLeft.GetComponent<Neighbour>().NeighbourTop.transform.position);

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Answer by Reeceg · May 06, 2015 at 09:12 AM

The mesh.vertices are in local space relative to its attached gameObject, maybe you should transform the vertex position from world to local:

 V1 = quadTransform.InverseTransformPoint(Me.transform.position);
  V2 = quadTransform.InverseTransformPoint(NeighbourTop.transform.position);
  V3 = quadTransform.InverseTransformPoint(NeighbourLeft.transform.position);
  V4 = quadTransform.InverseTransformPoint(NeighbourLeft.GetComponent<Neighbour>().NeighbourTop.transform.position);

Yword

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