private static void AddMesh(Entity e, Resource.Mesh mesh, Resource.Mat material) { m.AddComponentData(e, new C_HasMesh { mesh = mesh, material = material, UV = new float4(1f, 1f, 0f, 0f), color = Color.white }); }
private static PhysicsCollider CreateMeshCollider(Resource.Mesh mesh, float3 scale, CollisionFilter filter, PhysicsMaterial physicsMaterial) { UnityEngine.Vector3[] v3Verts = Resource.GetMesh(mesh).vertices; float3[] float3Verts = new float3[v3Verts.Length]; for (int i = 0; i < v3Verts.Length; i++) { float3Verts[i] = v3Verts[i] * scale; } NativeArray <float3> nativeVerts = new NativeArray <float3>(float3Verts, Allocator.Temp); return(new PhysicsCollider { Value = ConvexCollider.Create(nativeVerts, ConvexHullGenerationParameters.Default, filter, physicsMaterial) }); }