// Use this for initialization void Start() { groundScroll = GameObject.Find("Ground").GetComponent <ScrollTexture>(); transform.position = new Vector3(transform.position.x + Random.Range(-5, 5), StartingVector.y, transform.position.z); materials = new List <Material>(); startZ = transform.position.z; foreach (Renderer rend in GetComponentsInChildren <Renderer>()) { materials.AddRange(rend.materials); } Debug.Log(materials.Count); colors = new List <Color>(); for (int i = 0; i < materials.Count; i++) { Color c = materials[i].GetColor("_Color"); colors.Add(c); c.a = 0; materials[i].SetColor("_Color", c); } }
// Use this for initialization void Start() { scrollTexture = GameObject.FindObjectOfType <ScrollTexture> (); prefabsList.Add(Blackhole); prefabsList.Add(Star); prefabsList.Add(Stars); prefabsList.Add(Blackhole); InvokeRepeating("decreaseRate", 0f, 1f); Invoke("GenerateGameObjects", generateRate); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); groundScroll = GameObject.Find("Ground").GetComponent <ScrollTexture>(); }
// Use this for initialization void Start() { groundScroll = GameObject.Find("Ground").GetComponent <ScrollTexture>(); }
// Use this for initialization void Start() { groundScroll = GameObject.Find("Ground").GetComponent <ScrollTexture>(); StartCoroutine(WaitNow()); }