# X/Y/Z distance

Hi Guys n Girls,

I’m making a measurement tool n I had a couple of questions,

1. has anyone got any ideas on how I could get the X/Y/Z measurements in a similar way?
2. is their a simple way to connect the 2 “dist” objects with a line render??

Code:

`````` public class Measure : MonoBehaviour {

public GameObject Measure1;
public GameObject Measure2;
public Text label;
public float Distance_;
//public float Distance_x;
//public float Distance_y;
//public float Distance_z;

// Use this for initialization
void Start () {
}

// Update is called once per frame
void Update ()
{
Distance_ = Vector3.Distance (Measure1.transform.position, Measure2.transform.position);
label.text = Distance_.ToString ("F2");
}
}
``````

The distance between two “X” coordinates is merely subtraction.

``````Distance_x = Mathf.Abs( Measure1.transform.position.x - Measure2.transform.position.x );
``````

Repeat for Y and Z, and ignore Abs if you want negative values ( to represent direction, though that’s unlikely )

However, you might prefer to change your member storage strategy and try

``````Distance_v = Measure1.transform.position - Measure2.transform.position;
``````

Where Distance_v is a Vector3, not 3 floats. Then, if you only want positive values, read the values of x, y and z from Distance_v with Mathf.Abs().

While this imposes the potential of negative results, it has one advantage. Distance_v.magnitude replaces your call for distance between two vectors.

Wow, that works perfectly, thanks!