void Start() { _mesh = planeObj.GetComponent <MeshFilter>().mesh; _simp = new Simplification(_mesh.vertices, _mesh.triangles); _nextUpdateTime = Time.time + updateInterval; if (!interactive) { StartCoroutine("Collapse"); } }
public ImageGameObjectUtility(Texture aTex, System.Nullable <Vector2> aSize = null) { ParentObject = new GameObject("genImageObjectParent"); //PlaneObject = GameObject.CreatePrimitive(PrimitiveType.Plane); PlaneObject = (GameObject)GameObject.Instantiate(ManagerManager.Manager.mReferences.mPlanePrefab); //GameObject.DestroyImmediate(PlaneObject.GetComponent<BoxCollider>()); PlaneMaterial = new Material(ManagerManager.Manager.mReferences.mDefaultCharacterShader); PlaneObject.GetComponent <Renderer>().material = PlaneMaterial; set_new_texture(aTex, aSize); PlaneObject.transform.rotation = Quaternion.AngleAxis(90, Vector3.right) * PlaneObject.transform.rotation; PlaneObject.transform.parent = ParentObject.transform; ParentObject.transform.position = new Vector3(12321, 124345, 1234); //this will solve some one frame appearance glitches }
public void set_new_texture(Texture aTex, System.Nullable <Vector2> aSize = null) { aSize *= GameConstants.SCALE; if (aSize == null) { if (aTex != null) { BaseDimension = new Vector2(aTex.width, aTex.height); } else { BaseDimension = new Vector2(1, 1); } } else { BaseDimension = aSize.Value; } PlaneObject.GetComponent <Renderer>().material.mainTexture = aTex; PixelDimension = BaseDimension; }