void OnDrawGizmos() { //See the octree in scene view while running the game. if (octree != null) { octree.DrawAllBounds(); // Draw node boundaries octree.DrawAllObjects(); // Mark object positions } }
void OnDrawGizmos() { if (octree != null) { octree.DrawAllBounds(); // Draw node boundaries octree.DrawAllObjects(); // Mark object positions Gizmos.color = Color.green; foreach (GameObject go in octree.GetColliding(ref bounds)) { Gizmos.DrawCube(go.transform.position, Vector3.one); } } }
void OnDrawGizmos() { if (boundsTree == null) { return; } boundsTree.DrawAllBounds(); // Draw node boundaries boundsTree.DrawAllObjects(); // Draw object boundaries boundsTree.DrawCollisionChecks(); // Draw the last *numCollisionsToSave* collision check boundaries // pointTree.DrawAllBounds(); // Draw node boundaries // pointTree.DrawAllObjects(); // Mark object positions }
void OnDrawGizmos() { BoundsOctree <GameObject> boundsTree = new BoundsOctree <GameObject>(15, MyContainer.position, 1, 1.5f); PointOctree <GameObject> pointTree = new PointOctree <GameObject>(15, MyContainer.position, 1.0f); for (int i = 0; i < myObject.Count; i++) { boundsTree.Add(myObject[i], myBounds); boundsTree.DrawAllBounds(); // Draw node boundaries Gizmos.color = Color.yellow; Gizmos.DrawSphere(transform.position, radius); boundsTree.DrawAllObjects(); // Draw object boundaries //.DrawCollisionChecks(); // Draw the last *numCollisionsToSave* collision check boundaries pointTree.DrawAllBounds(); // Draw node boundaries pointTree.DrawAllObjects(); // Mark object positions if (track[i]) { myBounds.center = track[i].position; } } }
public void DrawGizmos() { _octree?.DrawAllBounds(); _octree?.DrawAllObjects(); _spreadsheet?.DrawGizmos(); }
private void OnDrawGizmos() { primeLanding.DrawAllObjects(); AveragedHotspots.DrawAllBounds(); //primeLanding.DrawAllBounds(); }