GetCellCenterWorld(Vector3Int)
Gets the logical center coordinate of a Grid cell in world space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap.
Read time 1 minuteLast updated 9 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Tilemaps
- Assembly: UnityEngine.TilemapModule
public Vector3 GetCellCenterWorld(Vector3Int position)
Parameters
Grid cell position.
Returns
Type | Description |
|---|---|
| Vector3 | Returns the center of the cell transformed into world space coordinates. |
Remarks
In a rectangular grid layout, a call to GridLayout.CellToWorld with Vector3Int parameter returns a Vector3 coordinate that represents the lower left of the cell. This is mathematically correct, but in certain cases such as when instantiating a GameObject into the grid, you may prefer the center of the cell instead.
Examples
// Snap the GameObject to parent Tilemap center of cellusing UnityEngine;using UnityEngine.Tilemaps;public class ExampleClass : MonoBehaviour{ void Start() { Tilemap tilemap = transform.parent.GetComponent<Tilemap>(); Vector3Int cellPosition = tilemap.WorldToCell(transform.position); transform.position = tilemap.GetCellCenterWorld(cellPosition); }}