//do very little in Awake(). It should all be done in Init() void Awake() { readyToBranch = false; //resetting since children will start as true because parent is instantiated treePiece = GetComponent <TreePieceMeshMaker> (); depthLevel = 0; //this must be overwritten in Init() for everyone but the root node setHasGrowthBehavior(); if (!hasGrowthBehavior) { readyToBranch = true; } }
//do very little in Awake(). It should all be done in Init() void Awake() { readyToBranch = false; //resetting since children will start as true because parent is instantiated treePiece = GetComponent<TreePieceMeshMaker> (); depthLevel = 0; //this must be overwritten in Init() for everyone but the root node setHasGrowthBehavior (); if (!hasGrowthBehavior) { readyToBranch = true; } }