static void CreateSquare(PolyMesh polyMesh, float size) { polyMesh.keyPoints.AddRange(new Vector3[] { new Vector3(size, size), new Vector3(size, -size), new Vector3(-size, -size), new Vector3(-size, size) }); polyMesh.curvePoints.AddRange(new Vector3[] { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero }); polyMesh.isCurve.AddRange(new bool[] { false, false, false, false }); polyMesh.BuildMesh(); }
private static void PostProcess(GameObject go) { PolyMesh polymesh = go.GetComponent <PolyMesh>(); if (polymesh != null) { polymesh.BuildMesh(); } }
void MakeGround(List <Vector2> corners) { groundMesh.keyPoints.Clear(); groundMesh.isCurve.Clear(); Vector2[] pts = new Vector2[corners.Count]; int i = 0; foreach (Vector2 point in corners) { groundMesh.keyPoints.Add(point); groundMesh.isCurve.Add(false); DebugPool.GetChild(i).position = point.XYZ(-5); pts[i] = point; i++; } groundMesh.BuildMesh(); groundCollider.points = pts; }
// Use this for initialization void Start() { ballRB = ball.GetComponent <Rigidbody2D>(); positions = new List <Vector2>(); groundMesh = ground.GetComponent <PolyMesh>(); groundCollider = ground.GetComponent <PolygonCollider2D>(); groundMesh.keyPoints.Clear(); Vector2[] pts = new Vector2[testPoints.Length]; int i = 0; foreach (Transform point in testPoints) { groundMesh.keyPoints.Add(point.position); pts[i] = (Vector2)point.position; i++; } groundMesh.BuildMesh(); groundCollider.points = pts; }
static void CreateSquare(PolyMesh polyMesh, float size) { polyMesh.keyPoints.AddRange(new Vector3[] { new Vector3(size, size), new Vector3(size, -size), new Vector3(-size, -size), new Vector3(-size, size)} ); polyMesh.curvePoints.AddRange(new Vector3[] { Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero } ); polyMesh.isCurve.AddRange(new bool[] { false, false, false, false } ); polyMesh.BuildMesh(); }