public void GenerateIcosphere() { icos = new Icosphere(); icos.Subdivide(mapSubdivisions); map = new TileMap(icos, mapSettings, tileSettings); icos.Subdivide(meshSubdivisions); }
public Planet(Vector3 center, float radius, int divisions, float scale) { // We make sure the radius of the planet will work as intendad. if (radius <= 1) { radius = 1; Debug.LogWarning("The radius can't be smaller than 1.0f."); } // We make sure resizing the planet will work as intendad. if (scale <= 0) { scale = 0.1f; Debug.LogWarning("The scale can't be smaller than 0.1f."); } // Prevent the mesh to overflow. if (divisions > 6) { divisions = 6; Debug.LogWarning("Can't divide a planet more than 6 times."); } // We Generate the Basic Icosphere points and triangles. ico = new Icosphere(center, radius); // We divide the icosphere n times(add smoothness). Thread t = new Thread(() => generated = ico.Subdivide(divisions)); t.Start(); }