Coordinates

Every place you give to the map, or get back from it, is a MapCoordinate. In the common case you never build one: pass a position from your scene.

map.EaseTo(player.position);              // a Vector3 converts by itself
map.AddPoint(chest.position);

The map is seen from above, so the horizontal plane of your scene is the plane of the map. A coordinate holds X = Unity X and Y = Unity Z. The height of the object (Unity Y) is ignored. A Vector2 converts the same way: its x is Unity X and its y is Unity Z.

Back to a scene position

Vector3 onGround = coordinate.ToVector3();      // height 0
Vector3 raised = coordinate.ToVector3(12f);     // at the height you give

The map has no height, so you give it.

Real-world maps

A map of the real world uses longitude and latitude (degrees east and north) instead:

map.EaseTo(MapCoordinate.LngLat(2.3522, 48.8566), zoom: 12);

map.NativeSpace tells which kind a map gives back: MapSpace.World for a map baked from your scene, MapSpace.LngLat for a real-world map. Coordinates that come out of the map (Center, PointerPosition, Clicked) use this space.

Convert between the two

A map baked from your scene knows where it sits on Earth, so it can convert:

MapCoordinate here = player.position;
MapCoordinate degrees = here.To(MapSpace.LngLat, map);
if (degrees.TryTo(MapSpace.World, map, out MapCoordinate back)) { /* ... */ }

To throws an InvalidOperationException when the map cannot convert (a real-world map has no scene placement). TryTo returns false instead. Asking for the space the coordinate is already in always works.

X and Y are double values: a float is too coarse for longitudes.