Example #1
0
        void UpdateSettings(ChiselModel model, GameObjectState state, bool meshIsModified)
        {
#if UNITY_EDITOR
            Profiler.BeginSample("CheckIfFullMeshNeedsToBeHidden");
            // If we need to render partial meshes (where some brushes are hidden) then we should show the full mesh
            ChiselGeneratedComponentManager.CheckIfFullMeshNeedsToBeHidden(model, this);
            Profiler.EndSample();
            if (meshIsModified)
            {
                // Setting the sharedMesh to ensure the meshFilter knows it needs to be updated
                Profiler.BeginSample("OverrideMesh");
                meshFilter.sharedMesh = meshFilter.sharedMesh;
                Profiler.EndSample();
                Profiler.BeginSample("SetDirty");
                UnityEditor.EditorUtility.SetDirty(meshFilter);
                UnityEditor.EditorUtility.SetDirty(model);
                Profiler.EndSample();
                Profiler.BeginSample("SetHasLightmapUVs");
                ChiselGeneratedComponentManager.SetHasLightmapUVs(sharedMesh, false);
                Profiler.EndSample();
                Profiler.BeginSample("ClearLightmapData");
                ChiselGeneratedComponentManager.ClearLightmapData(state, this);
                Profiler.EndSample();
            }
#endif
        }
        void UpdateSettings(ChiselModel model, GameObjectState state, bool meshIsModified)
        {
#if UNITY_EDITOR
            // If we need to render partial meshes (where some brushes are hidden) then we should show the full mesh
            ChiselGeneratedComponentManager.CheckIfFullMeshNeedsToBeHidden(model, this);
            if (meshIsModified)
            {
                ChiselGeneratedComponentManager.ClearLightmapData(state, this);
            }
#endif
        }