private void Display3dModelSelection(int selectedIdx) { if (goModel) { Object.Destroy(goModel); goModel = null; } // Position camera and set model id uint modelId = 0; if (housesForSale == null) { camera.transform.position = new Vector3(0, 12, DaggerfallBankManager.GetShipCameraDist((ShipType)selectedIdx)); modelId = DaggerfallBankManager.GetShipModelId((ShipType)selectedIdx); } else { camera.transform.position = new Vector3(0, 3, -20); BuildingSummary house = housesForSale[selectedIdx]; modelId = house.ModelID; } // Inject custom GameObject if available else create standard mesh game object for the model goModel = MeshReplacement.ImportCustomGameobject(modelId, goBankPurchase.transform, new Matrix4x4()); if (goModel == null) { goModel = GameObjectHelper.CreateDaggerfallMeshGameObject(modelId, goBankPurchase.transform); } goModel.layer = layer; // Apply current climate ClimateBases climateBase = ClimateSwaps.FromAPIClimateBase(GameManager.Instance.PlayerGPS.ClimateSettings.ClimateType); ClimateSeason season = (DaggerfallUnity.WorldTime.Now.SeasonValue == DaggerfallDateTime.Seasons.Winter) ? ClimateSeason.Winter : ClimateSeason.Summer; DaggerfallMesh dfMesh = goModel.GetComponent <DaggerfallMesh>(); dfMesh.SetClimate(climateBase, season, WindowStyle.Day); }