void Start() { cloth = GetComponent <ObiClothBase>(); cloth.OnEndStep += Cloth_OnEndStep; forces = new float[cloth.particleCount]; counts = new int[cloth.particleCount]; }
private void Awake() { cloth = GetComponent <ObiClothBase>(); meshCollider = gameObject.AddComponent <MeshCollider>(); /*if (meshCollider != null) * { * meshCollider.enabled = false; * meshCollider.hideFlags = HideFlags.HideAndDontSave; * } */ }
void Awake() { cloth = GetComponent <ObiClothBase>(); lastMousePos = Input.mousePosition; }
private void Awake() { cloth = GetComponent <ObiClothBase>(); meshCollider = gameObject.AddComponent <MeshCollider>(); }