Isometric Placement

Hi all,

I have these scripts below…

    [SerializeField]
    private GameObject finalObject;

    private Vector2 mousePos;

    [SerializeField]
    private LayerMask allTilesLayer;

    void Update()
    {
        mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        transform.position = new Vector2(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y));

        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit2D rayHit = Physics2D.Raycast(transform.position, Vector2.zero, Mathf.Infinity, allTilesLayer);

            if (rayHit.collider != null)
            {
                if (rayHit.collider.gameObject.tag == "Terrain" || gameObject.tag == "Object")
                {
                    Instantiate(finalObject, transform.position, Quaternion.identity);
                }
            }
            else if (rayHit.collider == null && gameObject.tag == "GrassTemplate")
            {
                Instantiate(finalObject, transform.position, Quaternion.identity);
            }
        }
    }
private int selectedObjectInArray;
    private GameObject currentlySelectedObject;

    [SerializeField]
    private GameObject[] selectableObjects;

    private bool isAnObjectSelected = false;

    void Start()
    {
        selectedObjectInArray = 0;
    }

    void Update()
    {
        Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector2 spawnPos = new Vector2(Mathf.Round(mousePos.x), Mathf.Round(mousePos.y));

        if (Input.GetKeyDown(KeyCode.E) && isAnObjectSelected == false)
        {
            currentlySelectedObject = Instantiate(selectableObjects[selectedObjectInArray], spawnPos, Quaternion.identity);
            isAnObjectSelected = true;
        }

        if (Input.GetMouseButtonDown(1) && isAnObjectSelected == true)
        {
            Destroy(currentlySelectedObject);
            isAnObjectSelected = false;
            selectedObjectInArray = 0;
        }
    }

…which places objects at the mouse position no problem but because I am using a isometric view the placement leaves gaps between the sprite as per image below.

Any help would be much appreciated, thank you!

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, strip the problem down to the simplest setup that shows the issue (like two objects only).

Now liberally sprinkle Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong: