Version: 2022.3
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  • C#

Tilemap.GetCellCenterWorld

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Declaration

public Vector3 GetCellCenterWorld(Vector3Int position);

Parameters

position Grid cell position.

Returns

Vector3 Returns the center of the cell transformed into world space coordinates.

Description

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.

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.

// Snap the GameObject to parent Tilemap center of cell
using 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); } }