// Draw a rectangle public void Draw() { //Adding MeshFilter and MeshRenderer to Empty GameObject gameObject.AddComponent <MeshFilter>(); gameObject.AddComponent <MeshRenderer>(); // Get Mesh from the MeshFilter mesh = GetComponent <MeshFilter>().mesh; meshTransform.Initialise(mesh); meshTransform.Translate(pos1); //Set the material to selected material GameObject defaultMat = GameObject.Find("DefaultMaterial"); if (defaultMat) { material = defaultMat.GetComponent <MeshRenderer>().material; } else { Debug.LogError("Default sprite material not found"); material = new Material(Shader.Find("Sprites/Default")); } GetComponent <MeshRenderer>().material = material; //Make new mesh for object Reshape(sides); gameObject.AddComponent <BoxCollider2D>(); ParticleSetup(); }
// This will run before Start void Awake() { // Draw the limb DrawLimb(); meshTransform.Initialise(mesh); meshTransform.Scale(scale); MoveTo(StartLocation); }
public void Draw() { //Adding MeshFilter and MeshRenderer to Empty GameObject gameObject.AddComponent <MeshFilter>(); gameObject.AddComponent <MeshRenderer>(); // Get Mesh from the MeshFilter mesh = GetComponent <MeshFilter>().mesh; //Set the material to selected material meshRenderer = GetComponent <MeshRenderer>(); meshRenderer.material = material; meshTransform.Initialise(mesh); Reshape(20); meshTransform.Scale(Vector2.one * 0.2f); }