Transformations and navigation
A scene with a floor mesh has been established, but this alone is uninteresting. We need to add more, such as buildings, stairs, columns, and perhaps more floor pieces. Otherwise, there would be no world for the player to explore. Before building on what we've got, however, let's make sure that the existing floor piece is centered at the world origin. Every point and location within a scene is uniquely identified by a coordinate, measured as an (X, Y, Z) offset from the world center (origin). The current position for the selected object is always visible from the Object Inspector. In fact, the Position, Rotation, and Scale of an object are grouped together under a category (component) called Transform. Position
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