![]() The second important distinction between Unity and some other commonly used engines and packages is that Unity uses a left-handed coordinate system. Things tend to go sideways on you! The difference between left and right-handed systems Changing the definition of an axis (in this instance, moving the up axis from Z to Y) will fundamentally change how that data is interpreted. Some 3D packages, like Blender, have defined (at least by default) the positive Z axis as their up vector.Īs you might expect, this can cause unexpected results when transferring 3D objects between programs. #Unity forward vector 2d software#This is the first key point of difference where Unity may not match the other software you’re using to make your art. The positive direction of each axis is also commonly called the forward vector, right vector, and up vector. This means a value of zero is right on the origin, and a value of 8 will be the mirror of a value of -8. On one side of the origin an axis value will be in positive numbers, and on the other it will be negative. The point at which all three axes intersect is called the origin. This is what we’d call ‘moving in the Y axis’. The direction of the motion will depend on whether you add or subtract from the axis’s value. Should you change your object’s Y value, for example, your object will move up or down. They represent the left/right, up/down, and forward/back directions respectively.Įach object in your game world has a value for each axis, the three of which, when combined, tell Unity where to place it in the scene. The most important point to remember (and if you take nothing else from this guide – let it be this!) is that the virtual space inside your Unity scene is determined by three axes – X, Y, and Z. That said, no matter which system you’re working with, the information within this guide should remain relevant. However, converting between other systems is possible using C# (and a whole lot of calculation!). By default, Unity uses (and expects you to use) a Cartesian coordinate system, which is the basis for what we discuss in this guide. Side note: There are multiple systems for calculating and interpreting coordinates. With this data you can calculate the distance between objects, rotation, velocity, and all sorts of other useful information. In a game engine it’s the coordinate system’s role to define both the location of each object, and which direction it is facing. ![]() The mathematical term ‘coordinate system’ describes a way of using numbers to specify the location of a point (or points) in 2D or 3D space. If that’s the case, thanks for dropping by – and good luck!įor those who’d like a little more comprehensive breakdown of what all of this means (and why you need to know), let’s take a closer look. For those already familiar with terms like up axis and left/right handed, this may tell you all you need to know to figure the rest out for yourselves. Here is a table that demonstrates how the Unity coordinate system compares to other game engines and 3D software packages. Although this is similar to other 3D software packages like Maya or Substance Painter, there are key differences in how each application interprets the mesh data which can lead to unexpected results for the uninitiated. Unity uses a left-handed, Y-Up coordinate system. This guide will explore the ins and outs Unity’s coordinate system, why understanding its eccentricities is so important, and how it differs from other 3D packages you may be used to working within. Not every 3D software package interprets data in the same way – and small differences can have big consequences. ![]() ![]() ![]() Without an understanding of the engine’s coordinate system, however, you may experience strange results when importing your art into the engine. With so many online resources, creating amazing art for Unity has never been easier. ![]()
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