I've been using this mainly with Unity and it seems the X axis is inverted in comparison to Unity's coordinates. I have to do something like this every time I sent the position to my clients:
public static SVector3 toSVector3(this RcVec3f v, RcVec3f mapSize) => new() { X = mapSize.X - v.X, Y = v.Y, Z = v.Z };
Is there any way you can think of to invert this so we can avoid these conversions?
Hey!
I've been using this mainly with Unity and it seems the X axis is inverted in comparison to Unity's coordinates. I have to do something like this every time I sent the position to my clients:
Is there any way you can think of to invert this so we can avoid these conversions?