I'm trying to make a chess game in Augmented Reality. I wrote a script which places chessboard on the Plane in AR. Then I created mesh with 64 squares which match chessboard tiles. I have a problem placing mesh to match my chessboard(screenshots). I think I should rotate mesh by Y axis, but I wasn't able to do that.
placing chessboard:
GameObject placedObject = Instantiate(objectToPlace, placementPose.position, placementPose.rotation * Quaternion.Euler(-90f, 0f, 0f));
script that creates and places mesh:
private float yAdjust = 0F;
private Vector3 boardCenter = GameObject.Find("Interaction").GetComponent<TapToPlaceObject>().placementPose.position;
private void GenerateSquares(float squareSize)
{
adjust = new Vector3(-4 * squareSize, 0, -4 * squareSize) + boardCenter;
squares = new GameObject[8,8];
for (int i = 0; i < 8; i++)
{
for (int j = 0; j < 8; j++)
{
squares[i, j] = CreateSquare(squareSize,i,j);
}
}
}
private GameObject CreateSquare(float squareSize, int i, int j)
{
GameObject square = new GameObject(string.Format("{0},{1}", i, j));
square.transform.parent = transform;
Vector3[] vertices = new Vector3[4];
vertices[0] = new Vector3(i * squareSize, yAdjust, j * squareSize) + adjust;
vertices[1] = new Vector3(i * squareSize, yAdjust, (j + 1) * squareSize) + adjust;
vertices[2] = new Vector3((i + 1) * squareSize, yAdjust, j * squareSize) + adjust;
vertices[3] = new Vector3((i + 1) * squareSize, yAdjust, (j + 1) * squareSize) + adjust;
int[] triangles = new int[] { 0, 1, 2, 1, 3, 2 };
Mesh mesh = new Mesh();
square.AddComponent<MeshFilter>().mesh = mesh;
square.AddComponent<MeshRenderer>().material = squareMaterial;
//square.transform.rotation = Quaternion.Euler(new Vector3(0, boardRotation.eulerAngles.y, 0));
//square.transform.rotation = boardRotation;
mesh.vertices = vertices;
mesh.triangles = triangles;
square.AddComponent<BoxCollider>();
return square;
}