using UnityEngine; public class PrintCirclePoints : MonoBehaviour { public int points = 20; public float radius = 1.25f; // Half of scale.x (if scale is uniform) public float y = 1.011f; // Height at the top of the cylinder public Vector3 center = new Vector3(2, 1.011f, 0); // Cylinder center in world space void Start() { for (int i = 0; i < points; i++) { float angle = 2 * Mathf.PI * i / points; float x = center.x + radius * Mathf.Cos(angle); float z = center.z + radius * Mathf.Sin(angle); Debug.Log($"Knot {i}: X={x}, Y={y}, Z={z}"); } } }