// Use this for initialization void Start() { id_numb = Id_Assign.GetComponent <ID_Assigner>().getID(transform); linkedlist = ZoneList.GetComponent <octree_sample>(); boundary = linkedlist.dimension; limit = linkedlist.limit; setbound(); currentZone = x * 16 + y * 4 + z; if (Collidehill == null) { Collidehill = linkedlist.get_object(x, y, z); } listing = Collidehill.GetComponent <inside>(); listing.Add_Test(gameObject); }
// Update is called once per frame void Update() { transformposition = transform.position; setbound(); headingTo = x * 16 + y * 4 + z; if (headingTo != currentZone) { currentZone = headingTo; remove_Object(); Collidehill = linkedlist.get_object(x, y, z); listing = Collidehill.GetComponent <inside>(); listing.Add_Test(gameObject); } }
Update() / Update(dt) You have to call Update() to actually invoke the callback(s). Usually you would call it once per frame (inside Update of a MonoBehaviour for example). You can pass a custom "deltaTime" to the method, if omitted Time.deltaTime is used.