private void Awake() { // Initialize grid Vector3[,] grid = GridCreator.Create2DGrid(gridWidth, cellWidth, GridCreator.Axes.XZ); Vector3[] positionsForLineRenderer = new Vector3[gridWidth * gridWidth]; gridPoints = new GridPoint[gridWidth, gridWidth]; for (int i = 0; i < gridWidth; i++) { for (int j = 0; j < gridWidth; j++) { gridPoints[i, j] = new GridPoint(grid[i, j]); //gridPoints[i, j].targetPosition = gridPoints[i, j].position + Vector3.up * Random.Range(0f, 40f); positionsForLineRenderer[i * gridWidth + j] = gridPoints[i, j].position; //GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); //cube.transform.parent = transform; //cube.transform.localPosition = gridPositions[i, j]; //GameObject newLetter = Instantiate(letterPrefab); //newLetter.transform.parent = transform; //gridPoints[i, j].letter = newLetter; } } m_LineRenderer.positionCount = positionsForLineRenderer.Length; m_LineRenderer.SetPositions(positionsForLineRenderer); // Set up noise noiseOffset = Random.insideUnitCircle * 1000f; targetScale = noiseScale; NodeServerManager.APIReturned += ProcessWord; }