I would instantiate gameobjects between a Transform and the other. On the X axis, it works. How can I do for Y?
public Transform t1, t2, node;
public int division;
void Start ()
{
float dist = Vector3.Distance(t1.position, t2.position);
Vector3 direction = (t2.position - t1.position).normalized;
Debug.Log(direction.y);
for (int i = 0; i < division; i++)
{
float result = (dist / division) * i;
Transform t = Instantiate(node, new Vector3(result,result +(direction.y),direction.z),Quaternion.identity) as Transform;
}
}