void LateUpdate() { #if UNITY_EDITOR if (gameObject.isStatic && Application.isEditor && !Application.isPlaying) { BoundsUpdateMode = BoundsUpdateModes.Static; } #endif // In the Editor, we're always dynamic, all the time, because // users modify static objects constantly. if ( #if UNITY_4_0 BoundsUpdateMode != BoundsUpdateModes.Static #else BoundsUpdateMode != BoundsUpdateModes.Static && (BoundsUpdateMode == BoundsUpdateModes.Always || transform.hasChanged) #endif #if UNITY_EDITOR || (Application.isEditor && !Application.isPlaying) #endif ) { _UpdateChildren(); if (!isSector && !neverJoin) { _UpdateSectorMembership(); } lastPosition = transform.position; #if !UNITY_4 transform.hasChanged = false; #endif } }
void LateUpdate() { #if UNITY_EDITOR if(gameObject.isStatic && Application.isEditor && !Application.isPlaying) { BoundsUpdateMode = BoundsUpdateModes.Static; } #endif // In the Editor, we're always dynamic, all the time, because // users modify static objects constantly. if( #if UNITY_4_0 BoundsUpdateMode != BoundsUpdateModes.Static #else BoundsUpdateMode != BoundsUpdateModes.Static && (BoundsUpdateMode == BoundsUpdateModes.Always || transform.hasChanged) #endif #if UNITY_EDITOR || (Application.isEditor && !Application.isPlaying) #endif ) { _UpdateChildren(); if(!isSector && !neverJoin) { _UpdateSectorMembership(); } lastPosition = transform.position; } }