void Start() { scriptEnabled = true; skinnedMeshCollider.Init(); skinnedMeshCollider.BakeMeshData(); vertexData = _Vertex.LoadData(filename, saveFolder); _Mesh.AutoWeld(mesh, weldDistance); _Vertex.InitRawMesh(mesh, out totalVerts, out totalTrianglePoints); mesh.MarkDynamic(); totalTriangles = vertexData.sortedTriangles.Length; totalTriangleNeighbors = vertexData.neighborTriangles.Length; // Compute Shader Initialization InitKernels(); InitBuffers(); InitVariables(); // init SkinnedMeshRenderer for front face this.GetComponent <SkinnedMeshRenderer>().material = frontMat; this.GetComponent <SkinnedMeshRenderer>().receiveShadows = false; this.GetComponent <SkinnedMeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; // init SkinnedMeshRenderer for back face backSide = _Mesh.CreateBackSide(this.gameObject); backMesh = backSide.GetComponent <SkinnedMeshRenderer>().sharedMesh; backSide.GetComponent <SkinnedMeshRenderer>().material = backMat; backSide.GetComponent <SkinnedMeshRenderer>().receiveShadows = false; backSide.GetComponent <SkinnedMeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; }
void Start() { scriptEnabled = true; skinnedMeshCollider.Init(); skinnedMeshCollider.BakeMeshData(); vertexData = _Vertex.LoadData(filename, saveFolder); _Mesh.AutoWeld(mesh, weldDistance); _Vertex.InitRawMesh(mesh, out totalVerts, out totalTrianglePoints); mesh.MarkDynamic(); totalTriangles = vertexData.sortedTriangles.Length; totalTriangleNeighbors = vertexData.neighborTriangles.Length; // Compute Shader Initialization InitKernels(); InitBuffers(); InitVariables(); backSide = _Mesh.CreateBackSide(this.gameObject); backMesh = backSide.GetComponent <SkinnedMeshRenderer>().sharedMesh; }