Create a straight gradient equation with a grid of 3d objects

Hey Guys,

i dont know how to solve my problem. I generate a grid full of objects. X and z axis are used to define how much rows the grid has and how much objects in a row are. What I want is to rise this grid row by row on the y axis, Like steps. I tried a lot and still have no idea how to fix this problem.

My script is using pixels to place objects with a Vector3. (because I need the z axis)

Here is it:

using UnityEngine;

public class LevelGenerator : MonoBehaviour {

	public Texture2D map;
	public ColorToPrefab[] colorMappings;
	public Vector3 startPos;
	public Vector3 endPos;


	void Start () {
		GenerateLevel ();

	}
	void GenerateLevel ()
	{
		for (int x = 0; x < map.width; x++)
		{
			for (int z = 0; z < map.height; z ++)
			{
				GenerateTile (x, z);
			}
		}
	}

	void GenerateTile ( int x, int z)
	{
		Color pixelColor = map.GetPixel (x, z);

		if (pixelColor.a == 0)
		{
			return;
		}

		foreach (ColorToPrefab colorMapping in colorMappings)
		{
			if (colorMapping.color.Equals(pixelColor))
			{
				Vector3 position = new Vector3 (x, 0, z);
				Instantiate (colorMapping.prefab, position, Quaternion.identity, transform);
			}
		}	
	}
}

This is creating a 3d Grid with the Prefab. The y axis is on 0 in every row, so its flat.

Hope you can help me!

Solved:

Quite simple. Create a new float or int and multiply it with z.

using UnityEngine;

public class LevelGenerator : MonoBehaviour {

	public Texture2D map;
	public ColorToPrefab[] colorMappings;
	private float h =0.2f;


	void Start () {
		GenerateLevel ();

	}
	void GenerateLevel ()
	{
		for (int x = 0; x < map.width; x++)
		{
			for (int z = 0; z < map.height; z ++)
			{
				GenerateTile (x, z);
			}
		}
	}

	void GenerateTile ( int x, int z)
	{
		Color pixelColor = map.GetPixel (x, z);

		if (pixelColor.a == 0)
		{
			return;
		}

		foreach (ColorToPrefab colorMapping in colorMappings)
		{
			if (colorMapping.color.Equals(pixelColor))
			{
				Vector3 position = new Vector3 (x, z*h, z);
				Instantiate (colorMapping.prefab, position, Quaternion.identity, transform);
			}
		}	
	}
}