private void Start() { // Create the decals mesh (intermediate mesh data) for our decals instance. // Further we need a decals mesh cutter instance. m_DecalsMesh = new DecalsMesh(); m_DecalsMeshCutter = new DecalsMeshCutter(); }
private void Start() { if (Edition.IsDecalSystemFree) { Debug.Log("This demo only works with Decal System Pro."); enabled = false; } else { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate(m_DecalsPrefab) as DS_Decals; if (m_DecalsInstance == null) { Debug.LogError("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new DecalsMesh(m_DecalsInstance); m_DecalsMesh.PreserveProjectedUVArrays = true; m_DecalsMeshCutter = new DecalsMeshCutter(); m_WorldToDecalsMatrix = m_DecalsInstance.CachedTransform.worldToLocalMatrix; StartCoroutine(UpdateUVRectangleIndices()); } } }
private void Start() { // Instantiate the prefab and get its decals instance. GameObject l_Instance = Instantiate (decalsPrefab) as GameObject; m_Decals = l_Instance.GetComponentInChildren <DS_Decals> (); if (m_Decals == null) { Debug.LogError ("The 'decalsPrefab' does not contain a 'DS_Decals' instance!"); } else { // Create the decals mesh (intermediate mesh data) for our decals instance. // Further we need a decals mesh cutter instance and the world to decals matrix. m_DecalsMesh = new DecalsMesh (m_Decals); m_DecalsMeshCutter = new DecalsMeshCutter (); m_WorldToDecalsMatrix = m_Decals.CachedTransform.worldToLocalMatrix; } }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate(m_DecalsPrefab) as DS_Decals; if (m_DecalsInstance == null) { Debug.LogError("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new DecalsMesh(m_DecalsInstance); m_DecalsMeshCutter = new DecalsMeshCutter(); m_WorldToDecalsMatrix = m_DecalsInstance.CachedTransform.worldToLocalMatrix; } }
private void Start() { // Instantiate the prefab and get its decals instance. GameObject l_Instance = Instantiate(decalsPrefab) as GameObject; m_Decals = l_Instance.GetComponentInChildren <DS_Decals> (); if (m_Decals == null) { Debug.LogError("The 'decalsPrefab' does not contain a 'DS_Decals' instance!"); } else { // Create the decals mesh (intermediate mesh data) for our decals instance. // Further we need a decals mesh cutter instance and the world to decals matrix. m_DecalsMesh = new DecalsMesh(m_Decals); m_DecalsMeshCutter = new DecalsMeshCutter(); m_WorldToDecalsMatrix = m_Decals.CachedTransform.worldToLocalMatrix; } }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate(m_DecalsPrefab) as DS_Decals; // Make sure the decals move with this dynamic object. m_DecalsInstance.transform.parent = transform; m_DecalsInstance.transform.localPosition = Vector3.zero; m_DecalsInstance.transform.localScale = Vector3.one; if (m_DecalsInstance == null) { Debug.LogError("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new DecalsMesh(m_DecalsInstance); m_DecalsMeshCutter = new DecalsMeshCutter(); } }
private void Start() { if (Edition.IsDecalSystemFree) { Debug.Log ("This demo only works with Decal System Pro."); enabled = false; } else { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate (m_DecalsPrefab) as DS_Decals; m_DecalsInstance.UseVertexColors = true; if (m_DecalsInstance == null) { Debug.LogError ("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new DecalsMesh (m_DecalsInstance); m_DecalsMeshCutter = new DecalsMeshCutter (); m_WorldToDecalsMatrix = m_DecalsInstance.CachedTransform.worldToLocalMatrix; } } }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate (m_DecalsPrefab) as DS_Decals; if (m_DecalsInstance == null) { Debug.LogError ("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new DecalsMesh (m_DecalsInstance); m_DecalsMeshCutter = new DecalsMeshCutter (); m_WorldToDecalsMatrix = m_DecalsInstance.CachedTransform.worldToLocalMatrix; } }
private void Start() { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new DecalsMesh (); m_DecalsMeshCutter = new DecalsMeshCutter (); }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate (m_DecalsPrefab) as DS_Decals; // Make sure the decals move with this dynamic object. m_DecalsInstance.transform.parent = transform; m_DecalsInstance.transform.localPosition = Vector3.zero; m_DecalsInstance.transform.localScale = Vector3.one; if (m_DecalsInstance == null) { Debug.LogError ("The decals prefab does not contain a DS_Decals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new DecalsMesh (m_DecalsInstance); m_DecalsMeshCutter = new DecalsMeshCutter (); } }
private void Start() { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new DecalsMesh(); m_DecalsMeshCutter = new DecalsMeshCutter(); }