public void SpawnGhost() { // Transforms. // will adding the name parameter help unity distinguish fuseTo ghosts from AC ghosts? We'll see! instance = new GameObject(this.name + "_ghost"); instance.transform.position = transform.position; instance.transform.localScale = /*10 */ transform.parent.localScale.x * transform.localScale; instance.transform.rotation = transform.rotation; LoadUtils.InstantiateParenter(instance); instance.layer = 2; // Add mesh filter and renderer MeshFilter meshf = instance.AddComponent <MeshFilter>(); meshf.mesh = GetComponent <MeshFilter>().mesh; MeshRenderer meshr = instance.AddComponent <MeshRenderer>(); meshr.material = Resources.Load("Opacity") as Material; // Add ghost script. SelectedGhost ghost = instance.AddComponent <SelectedGhost>(); //Vector3[] normals = GetComponent<MeshFilter>().mesh.normals; //ghost.setNormal(normals[0]); //ghost.setNormal(hitUpdate.normal); ghost.setNormal(gameObject.GetComponent <FaceSelector>().selectedNormal); }
public void SpawnGhost() { // Transforms. instance = new GameObject(); instance.transform.position = transform.position; instance.transform.localScale = /*10 */ transform.parent.localScale.x * transform.localScale; instance.transform.rotation = transform.rotation; //instance.transform.parent = transform.parent; LoadUtils.InstantiateParenter(instance); instance.layer = 2; // Add mesh filter and renderer MeshFilter meshf = instance.AddComponent <MeshFilter>(); meshf.mesh = GetComponent <MeshFilter>().mesh; MeshRenderer meshr = instance.AddComponent <MeshRenderer>(); meshr.material = Resources.Load("Opacity") as Material; // Add ghost script. SelectedGhost ghost = instance.AddComponent <SelectedGhost>(); ghost.hitInfo = hitInfo; }