How exactly does <interactionSquareOffset> work? I can't figure it out at all.
For some kinds of work, pawns want to stand at a building's interaction square.
For example, the research bench, the cook stove, the nutrient dispenser.
It's different from other work types where they just want to be adjacent.
The interactionSquareOffset is the offset of the interaction square from the object's center when it is not rotated.
You can see it highlighted in yellow when you're placing the building.
Thanks, Tynan. And can someone explain the coordinates? I usually see at least three and I can't figure out how it translates to an x,y position relative to the building itself.
X, Z, Y
Well, in Unity, Y is up, so it's XYZ.
Y is just never used in the game because it has no 3D (yet). But the Y coord is still there... just in case :D
So X - to the right
Z - upwards
(0,0,0) is the bottom left corner of the map.
Quote from: Tynan on March 05, 2014, 11:05:22 AM
Well, in Unity, Y is up, so it's XYZ.
Y is just never used in the game because it has no 3D (yet). But the Y coord is still there... just in case :D
So X - to the right
Z - upwards
(0,0,0) is the bottom left corner of the map.
Ah, my mistake, I assumed it would be working like TKinter. It seems unity is very much designed with the expectancy that developers would make first person shooters with it. Kinda strange...
I thought it's because that's how axises are usually being used in mathematics.
3D programs aren't consistent in their axes.
E.g. Unreal engine is Z-up, while Unity is Y-up. It took some getting used to for me too.