void CreateBasicWindow() { //Get the basic car model windscreen script SideWindow0 basicWindscreen = GameObject.Find("SideWindow0").GetComponent <SideWindow0> (); //Assign the mesh vertices mesh.vertices = new Vector3[] { basicWindscreen.mesh.vertices [2], basicWindscreen.mesh.vertices [3], basicWindscreen.mesh.vertices [7], basicWindscreen.mesh.vertices [5] }; //Assign the mesh triangles mesh.triangles = new int[] { 0, 2, 1, 2, 3, 1 }; //Calculate the normals of the mesh fom the triangles mesh.RecalculateNormals(); }
void Start() { //Create a mesh filter while also assigning it as a variable to get the mesh property MeshFilter meshFilter = gameObject.AddComponent <MeshFilter> (); //Create a mesh renderer so we can actually display the mesh gameObject.AddComponent <MeshRenderer> (); //Set the mesh object to be that of the mesh from the mesh filter mesh = meshFilter.mesh; //Set a random material from the "Resources/" folder. Length - 2 to avoid Window & Wheel texture Object[] loadedMaterials = Resources.LoadAll("Materials"); gameObject.GetComponent <Renderer> ().material = (Material)loadedMaterials [Random.Range(0, loadedMaterials.Length - 2)]; //Get the scripts sideWindow0Script = FindObjectOfType <SideWindow0> (); rearWindowScript = FindObjectOfType <CarGenerator6RearWindow> (); //Call the create mesh function CreateMesh(); }