// Use this for initialization void Start() { //Debug.Log((float)node.getLongitude() + " - " + (float)node.getLatitude()); //transform.position = Quaternion.AngleAxis((float)node.getLongitude(), -Vector3.up) * Quaternion.AngleAxis((float)node.getLatitude(), -Vector3.right) * new Vector3(25, 25, 25); transform.position = new Vector3((float)WebMercator.ConvertLongitudeToX(node.getLongitude()) / 750, 0, (float)WebMercator.ConvertLatitudeToY(node.getLatitude()) / 750); //transform.position = new Vector3(0, 2, 54); // Rework this to account for curvature of Earth // }