using UnityEngine; public struct ProductData { public Matrix4x4 transform; public ProductData(Vector3 position, float scale) { Quaternion rotation = Quaternion.Euler(-90, 0, 0); //include Rotation Vector3 scaleVec = Vector3.one * scale; //Calculate and include the scale transform = Matrix4x4.TRS(position, rotation, scaleVec); //include the position } }