void Start() { if (m_Zipline) { m_PositionsT0 = new Vector3[m_Subdivisions]; m_PositionsT1 = new Vector3[m_Subdivisions]; for (int i = 0; i < m_Subdivisions; i++) { float t = (float)i / (float)(m_Subdivisions - 1); m_PositionsT0[i] = m_Zipline.GetPositionAtUnitLength(t); m_PositionsT1[i] = m_Zipline.GetPositionAtUnitLength(t); } UpdateRenderPositions(m_PositionsT1); } }