for (int i = 0; i < pointsList.Count; i++)
{
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.parent = transform;
cube.transform.position = new Vector3(pointsList[i].Y, 0, pointsList[i].X);
}
pointList is List
The result is like a mirror and i’m not sure how to rotate it to be not mirrored.
The empty parent GameObject rotation is 0,0,0 and also each child Cube rotation is 0,0,0