// Calculate grid positions in the real world taking the grid/anchor position and rotation into account public void CalculatePositionsAllGridPoints() { if (gridPoints == null) { return; } float rotationY = transform.rotation.eulerAngles.y; Vector3 position = transform.position; for (int i = 0; i < gridPoints.Count; i++) { FormationGridPoint fgp = gridPoints[i]; fgp.SetPosition(position, rotationY, gridScale, mask); fgp.VisualizeGridPoint(visualizeGrid); } }