World space positioning
I think this asset is very good.
But personally, it's better to check with world position than looking at local position, so do you have any plans to make it possible to insert world position coordinates later?
I think this asset is very good.
But personally, it's better to check with world position than looking at local position, so do you have any plans to make it possible to insert world position coordinates later?
I might add a world space positioning mode in the future, but for now you can use this:
line.End = transform.InverseTransformPoint( endTf.position ); // converts world space to local space
currently I've considered world-space coordinates to be a little superfluous as you can put your objects at 0,0,0 in the world to specify things in world space. Do you have a specific use case where world space coords couldn't be solved by that?
parentObjecet parentObjecet
-ChildObject -ChildObject
--ChildObject --ChildObject
---ChildObject(hereComponent(firstPos)) ---ChildObject(EndPos)
firstPos eazy. but That EndPos.. Long solve..I can't find the last coordinate point.
(I am wandering.)
I can solve it, but I think the world coordinates will give me a faster productivity when developing it than the cost of solving it.
currently I've considered world-space coordinates to be a little superfluous as you can put your objects at 0,0,0 in the world to specify things in world space. Do you have a specific use case where world space coords couldn't be solved by that?
I might add a world space positioning mode in the future, but for now you can use this:
line.End = transform.InverseTransformPoint( endTf.position ); // converts world space to local space
thanks very much.