void Start() { float t = Vector3.Distance(spline.GetPositionWorldSpace(0), thisTransform.position); radius = t; float w = spline.GetAntialiasingWidth(); spline.SetAntialiasingWidth(w * AntiAliasPlaftformFactor); //antiAliasFactor = radius * spline.GetAntialiasingWidth(); antiAliasWidth = spline.GetAntialiasingWidth(); mass = density * radius * radius; }