void Gen() { int[,,] a = ArrayUtils.Create3D(0, map.width, maxHeight + 1, map.height); for (int i = 0; i < map.width; i++) { for (int j = 0; j < map.height; j++) { int h = Mathf.FloorToInt(map.GetPixel(i, j).r *maxHeight *.99f); for (int k = 0; k < h; k++) { a[i, k, j] = 1; } } } Mesh m = GenerateMeshUtils.ArrayToMesh(a); GameObject g = new GameObject(name); MeshFilter mf = g.AddComponent <MeshFilter>(); mf.mesh = m; MeshRenderer mr = g.AddComponent <MeshRenderer>(); mr.material = material; AssetDatabase.CreateAsset(m, path + "" + name + ".asset"); PrefabUtility.CreatePrefab(path + "" + name + ".prefab", g); }
// Use this for initialization void Start() { GenerateMaze(); //GenerateMesh(); mesh = GenerateMeshUtils.ArrayToMesh(maze); GetComponent <MeshFilter>().mesh = mesh; GetComponent <MeshCollider>().sharedMesh = mesh; }