void Start() { m_BasicSP = new BasicSP<FlockEntity>(new Vector3i(SpatialDivide, SpatialDivide, SpatialDivide), new Vector3(-50f, -50f, -50f), new Vector3(50f, 50f, 50f)); for (int i = 0; i < Quantity; i++) { FlockEntity entity = Instantiate(EntityPrefab).GetComponent<FlockEntity>(); m_Entities.Add(entity); // Group them under manager so they dont swamp the scene hierarchy entity.transform.parent = transform; entity.m_Velocity = Vector3.forward; entity.transform.position = Random.insideUnitSphere * 10; } }
void Start() { m_BasicSP = new BasicSP <FlockEntity>(new Vector3i(SpatialDivide, SpatialDivide, SpatialDivide), new Vector3(-50f, -50f, -50f), new Vector3(50f, 50f, 50f)); for (int i = 0; i < Quantity; i++) { FlockEntity entity = Instantiate(EntityPrefab).GetComponent <FlockEntity>(); m_Entities.Add(entity); // Group them under manager so they dont swamp the scene hierarchy entity.transform.parent = transform; entity.m_Velocity = Vector3.forward; entity.transform.position = Random.insideUnitSphere * 10; } }