Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Tilemap.GetCellCenterLocal

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public Vector3 GetCellCenterLocal(Vector3Int position);

Parameters

position Grid cell position.

Returns

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

Description

Gets the logical center coordinate of a Grid cell in local 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.CellToLocal with Vector3Int parameter, returns a Vector3 coordinate that represents the bottom-left of the cell. While mathematically correct, you may prefer the center of the cell, for example when instantiating a GameObject into the grid.

// 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.LocalToCell(transform.localPosition); transform.localPosition = tilemap.GetCellCenterLocal(cellPosition); } }