I have been trying to do this for a few hours in unity now but cant get my head around it. basically i have 4 points(vector3) 1 each for the 4 corners topleft, topright, bottomleft, bottomright. now i have a sprite that i use as a block what i want to do is basically fit X number of blocks within the four points. see the image below. Icant think of a way to do this right now.enter image description here I would really appreciate any help in how to achieve this. thanks for helping.


first time here, have some time to kill so this is what I did. I'm assuming this is in a gui/2d game. This is what i did to get it to work.

create a canvas and add 4 UI images. These act as the 4 points(vector3's) enter image description here create a script and setup a way to draw lines so that you know that you are getting the right positions

using UnityEngine; 
using System.Collections; 

public class drawAndCalculate : MonoBehaviour { 
    public GameObject topLeft,topRight,bottomLeft,bottomRight,cube; 
    GameObject [] copyCube; 

    void OnDrawGizmos(){ 
        //fix the positions to make "perfect" straight tines 
        Vector3 topRight_pos = topRight.transform.position; 
        Vector3 botLeft_pos = bottomLeft.transform.position; 
        Vector3 botRight_pos = bottomRight.transform.position; 
        //adjuest them 
        topRight_pos.y = topLeft.transform.position.y; 
        botRight_pos.x = topRight_pos.x; 
        botLeft_pos.x = topLeft.transform.position.x; 
        botLeft_pos.y = botRight_pos.y; 

        //save them back 
        topRight.transform.position = topRight_pos; 
        bottomRight.transform.position = botRight_pos; 
        bottomLeft.transform.position = botLeft_pos; 

        Gizmos.color = Color.red; 
        Gizmos.DrawLine (topLeft.transform.position, topRight.transform.position); 
        Gizmos.color = Color.green; 
        Gizmos.DrawLine (topRight.transform.position, bottomRight.transform.position); 
        Gizmos.color = Color.blue; 
        Gizmos.DrawLine (bottomRight.transform.position, bottomLeft.transform.position); 
        Gizmos.color = Color.cyan; 
        Gizmos.DrawLine (bottomLeft.transform.position, topLeft.transform.position); 

now you can move the images to make any rectangle. Now that you have the info is a matter of slicing into even proportions, so:

  1. create an array of gameobjects,
  2. get the width and height of the rectangle
  3. resize each gameobject to the width/5 and height/5
  4. position them in within the rectangle


// Use this for initialization 
void Start () { 

    //original is 100 by 100, Lets make o copy that is 50'50 
    //original question only want a SX S = 25 cubes 

    //get the size of the rectangle that the cubes wilt be placed 
    //using Local position since they are all inside canvas to get the actual values 
    float rectwidth =  topRight.transform.localPosition.x - topLeft.transform.localPosition.x; 
    float rectheight = topRight.transform.localPosition.y - bottomRight.transform. localPosition.y; 

    copyCube = new GameObject[25]; //make 25 
    for (int i = 0; i < 25; i++) {
    copyCube [i] = Instantiate (cube) as GameObject;//crate them 
    copyCube[i].transform.SetParent (this.transform.parent,false);//set the parent so that the scale is the some 
    copyCube[i].transform.localScale = new Vector3(1,1,1 );//set scale just in case. size is based on scaLe of 2 
    copyCube[i].transform.GetComponent<RecTransform>().sizeDelta = new vector2(rectwidth/s,rectheight/5);//resizethen 

    //place them in the cube 
    for (int i = 0; i < 5; i++) {
        for (int j = 0; j <5; j++) { 
            //figure out the location 
            float xpos = (rectwidth/5) * j; 
            float ypos = (rectheight/5) * i; 
            //remember to add the offset of where the cube starts 
            //in unity, origin(0,0) is on the bottom Left not top Left Like Java 
            //and add half of o cube because of the cube having the pivot in the middle 
            ypos += bottomLeft.transform.localPosition.y +(rectheight / 5) / 2; 
            copyCube [j+(i*5)].transform.localPosition = new Vector2 (xpos, ypos);//set the position 
            copyCube[j+(i*5)].name = "pepe"; 

done should be good to go!

enter image description here

|improve this answer|||||

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.