private void UpdateEngine() { //Update MeshList UpdateFinalMesh(); // Recover Stop flag be_isStop = false; // Clear renderdata m_renderEngine.ClearAll(); // Clear gameobject and 3 lists foreach (Transform child in this.gameObject.transform) { Destroy(child.gameObject); } ClearGameObjectList(m_meshViewer_list); ClearGameObjectList(m_handleViewer_lists); m_faceEngine_list.Clear(); m_bodyEngine_list.Clear(); m_handleEngine_lists.Clear(); }
private void InitEngine() { // Recover Stop flag be_isStop = false; // Clear renderdata m_renderEngine.ClearAll(); // Clear gameobject and 3 lists foreach (Transform child in this.gameObject.transform) { Destroy(child.gameObject); } foreach (var go in m_meshViewer_list) { Destroy(go); } m_meshViewer_list.Clear(); }