private void Build(GeometryBuffer buffer, MaterialData materialData, int x, int y, int z, int lod, Action <GameObject> registerCreatedObjects) { if (CacheFill) { return; } var cubeName = new StringBuilder("cube_L"); cubeName.Append(lod); cubeName.Append(':'); cubeName.Append(x); cubeName.Append('_'); cubeName.Append(y); cubeName.Append('_'); cubeName.Append(z); var newCube = ObjectPooler.Current.GetPooledObject(BaseModelCube); newCube.name = cubeName.ToString(); buffer.PopulateMeshes(newCube, materialData.Material); // Put object in scene, claim from pool newCube.SetActive(true); if (registerCreatedObjects != null) { registerCreatedObjects(newCube); } }
private void Build(GeometryBuffer buffer, MaterialData materialData, int x, int y, int z, int lod, GameObject obj) { if (CacheFill) { return; } var cubeName = new StringBuilder("cube_L"); cubeName.Append(lod); cubeName.Append(':'); cubeName.Append(x); cubeName.Append('_'); cubeName.Append(y); cubeName.Append('_'); cubeName.Append(z); obj.name = cubeName.ToString(); buffer.PopulateMeshes(obj, materialData.Material); obj.SetActive(true); }