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Convert gameObject position on screen

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Hello, I would like to create 6x6 board with toggleable sprites. They should be next to each other. On andEngine I base on anchorCenter which is (.5f,.5f) by default in every new object. On andEngine I arrange it like this for (int i = 0; i < BOARD_ROW; i++) { for (int j = 0; j < BOARD_COLUMN; j++) { Letter rLetter = rollLetter (); float texWidth = rLetter.sprite.rect.width; float texHeight = rLetter.sprite.rect.height; Debug.Log (texWidth + "x" + texHeight); // 50 x 50 //Here I'm not sure which convert I should use. 2.5f because it's 2.5 texture width (50*2.5) form layer/scene center. It would be .5 if I want 2x2 board. rLetter.position = Camera.main.ScreenToWorldPoint (new Vector2 ((-(texWidth * 2.5f) + (texWidth * j)), (texHeight * 2.5f) - (texHeight * i))); lettersOnScreen.Add (rLetter); } } And I got some thing like this ![alt text][1] ![alt text][2] I can live with (0,0) on down left corner but space between sprites is too big. Letter class class Letter { private GameObject gameObject; public Vector2 position { get { return this.gameObject.transform.localPosition; } set { this.gameObject.transform.localPosition = value; } } public Sprite sprite { get; set; } public BoardPosition boardPosition { get; set; } public float likelihood { get; set; } public Range likelihoodRange { get; set; } public string code { get; set; } public bool clicked { get; set; } public Letter () { } public Letter (GameObject go) { this.gameObject = go; } public Letter (Sprite sprite, string code, float likelihood, Range likelihoodRange) { this.sprite = sprite; this.code = code; this.likelihood = likelihood; this.likelihoodRange = likelihoodRange; } BoardPosition getBoardPosition () { return boardPosition; } void setBoardPosition (BoardPosition boardPosition) { this.boardPosition = boardPosition; } } Can you tell me what I'm doing wrong? [1]: http://i.imgur.com/cspCLqu.png [2]: http://i.imgur.com/sVq6iio.png

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