Set vertex positions aligned to a grid

I am creating a mesh and I need my vertices to line up exactly with the grid. How do I find the positions to place the vertices, including the “edge” vertices, so they intersect with any of the grid lines? I suppose there is a mathematical solution to this, but I don’t even know where to start looking for an answer. Hope anyone can help.

Here is an explanation of what I have and what I am hoping for:

Image 1
I have the grid. The grid is actually just all the whole number positions, for example Vector2(1,1). I also have the position of the mesh corners (black dots).

Image 2
I want to build the mesh so that all the outer vertices is positioned where the green line intersects with the grid (pink dots). I also need to find all the inner vertices (black dots) and have them positioned according to the grid.

Thank you!

here is the math you need. this gives the points along the x of your grid. just switch the x’s and y’s to get the points along the y.

obviosly you run this for every line in your shape

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class linedots : MonoBehaviour {

	void Start (){
		Vector2[] p = LinePoints (new Vector2 (-5.5f, 8f), new Vector2 (-11.5f, -15));

		foreach (Vector2 pp in p) {

			print("Point: "+pp);		
		print (p.Length);
	public Vector2[] LinePoints(Vector2 a,Vector2 b){
		float[] x = EvenNumbersBetween (a.x, b.x).ToArray();
		float distx = Mathf.Abs (a.x - b.x);
		float disty = Mathf.Abs (a.y - b.y);
		print ("str" + disty);
		Vector2[] r = new Vector2[x.Length];
		int i = x.Length;
			r_.x = x*;*_

r_.y = x - a.x;
Mathf.Abs(r.y = r*.y/distx);
print (“per:”+r.y);*_

Mathf.Abs(r_.y = disty * r*.y);
print (“dis:”+r.y);*_

_ r*.y += a.y;
}return r;}*_

public List EvenNumbersBetween (float a, float b) {
* float n=0;*

* if(a>b){n = a; a=b; b=n;}*
* List r = new List ();*
* if(n<0){ n = Mathf.Ceil (a);}else{n = Mathf.Floor (a);}*

* while (n<=b) {*

* r.Add(n);n++;}*

* return r;}*


so to explain the logic behind this… first of all we kinda allready know what all the x coordnates should be in our final vector list. and how many results we should have. the x coordanates are all going to whole numbers. to get the length of our return we just find the amount of whole numbers between the x of point a and the x of point b.
once you have all your x coordinates in your vecors, to get the corresponding y cordinates its a bit tricky. you figure the percentage each new x coordinate is between point a’s x and point b’s x. then you take that percentage and use it to multiply to the distance between point a’s y and point b’y.
in other words if your x coordinate is a quarter of the way between the two black points x’s.
then the y should also be a quarter of the way between the the black point’s y’s.
after you have all your lines, and you are looking to output the middle you would use a flood algorithm.
if you are doing shapes with only 4 sides there is a shortcuted method you could use. if you have more than 4 sides then you would need another step to for setting up a full flood algo. but this is really another question.

I made your pictures out of gizmos that update in real-time.

Just attach this script to an empty gameobject and hit play! Have fun moving the child and parent gameobjects around. Maybe the maths I used will help you out. This only works for 2 Dimensions!

using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;

public class MeshCreationHelper : MonoBehaviour
	GameObject[] dots;

	private void Start()
		dots = new GameObject[4];

		for (int i = 0; i < dots.Length; i++) {
			dots *= GameObject.CreatePrimitive(PrimitiveType.Sphere);*

_ dots*.transform.SetParent(transform);_

* dots[0].transform.position = new Vector3(2.5f, 0, 4.5f);*
* dots[1].transform.position = new Vector3(5.5f, 0, 14.5f);*
* dots[2].transform.position = new Vector3(12.5f, 0, 10.5f);*
* dots[3].transform.position = new Vector3(6.5f, 0, 2.5f);*

* }*

* private void OnDrawGizmos()*
* {*
* if (EditorApplication.isPlaying) {*

* List points = new List();*

* // lines*
* for (int i = 0; i < dots.Length; i++) {*
_ Vector3 A = dots*.transform.position;
Vector3 B = dots[(i + 1) % dots.Length].transform.position;*_

* Gizmos.color = Color.cyan;*
* Gizmos.DrawLine(A, B);*

* var m = (B.z - A.z) / (B.x - A.x);*
_ var b = A.z + (-m * A.x);_

* // X aligned points*
* int startX = (A.x < B.x) ? Mathf.CeilToInt(A.x) : Mathf.CeilToInt(B.x);*
* int finishX = (A.x < B.x) ? Mathf.FloorToInt(B.x) : Mathf.FloorToInt(A.x);*

* for (int x = startX; x <= finishX; x++) {*
_ float z = (m * x) + b;_

* Gizmos.color =;*
* Gizmos.DrawSphere(new Vector3(x, 0, z), 0.1f);*

* points.Add(new Vector3(x, 0, z)); // add point for use with grid*
* }*

* // Z aligned points*
* int startZ = (A.z < B.z) ? Mathf.CeilToInt(A.z) : Mathf.CeilToInt(B.z);*
* int finishZ = (A.z < B.z) ? Mathf.FloorToInt(B.z) : Mathf.FloorToInt(A.z);*

* for (int z = startZ; z <= finishZ; z++) {*
* float x = (z - b) / m;*

* Gizmos.color =;*
* Gizmos.DrawSphere(new Vector3(x, 0, z), 0.1f);*
* }*
* }*

* // magic sort… sort vector3’s by x pos then y pos*
* List gridPoints = points.OrderBy(v => v.x).ThenBy(v => v.z).ToList();*

* for (int i = 0; i < gridPoints.Count; i += 2) {*
_ var x = gridPoints*.x;*_

_ for (int z = Mathf.CeilToInt(gridPoints*.z); z <= Mathf.FloorToInt(gridPoints[i + 1].z); z++) {*_

* Gizmos.color =;*
* Gizmos.DrawSphere(new Vector3(x, 0, z), 0.1f);*
* }*
* }*

* }*
* }*