I’m creating my own level editor and I’m drawing lines to create a grid for a TileMap. I’m having trouble understanding some common practices I’ve seen in comparison to the way I am currently using Mathf.Floor.

`public float height = 32f;`

My code:

```
for (float x = 200; x < 400; x += height)
{
Mathf.Floor(x);
}
//First 3 results:
// 200
// 232
// 264
```

Other code:

```
for (float x = 200; x < 400; x += height)
{
Mathf.Floor(x/height) * height;
}
//First 3 results:
// 192
// 224
// 256
```

I’ve noticed that either way in solving this issue, the increment is still going to be 32 units between each result. The resulting grid at the intersects will still produce “perfect” 32x32 squares within the grid. To me, it seems that the resulting values are arbitrary and the only factor necessary to have is the proper increment.

Why is it that dividing and multiplying by height is so common as seen in the second method when using Mathf.Floor?