private void Awake() { // We put the trail object under the planet, but we want it to be the parented to the parent of the planet ... // which will be the solar system planet = GetComponentInParent <OrbitUpdater>(); container = new GameObject("Orbit Container " + planet.name); var planetTransform = planet.transform; container.transform.SetParent(planetTransform.parent, worldPositionStays: false); FindSunIfNeeded(); container.AddComponent <NoAutomaticFade>(); List <Vector3> realPositions, schematicPositions; GeneratePositionsForOrbit(out realPositions, out schematicPositions); var orbitsRenderer = OrbitsRenderer.GetOrCreate(planet.transform.parent); orbitsRenderer.AddOrbit(this, realPositions, schematicPositions); originalGlobalScale = orbitMaterial.GetFloat("_GlobalScale"); originalWidth = orbitMaterial.GetFloat("_Width"); if (MyAppPlatformManager.Platform == MyAppPlatformManager.PlatformId.ImmersiveHMD) { orbitMaterial.SetFloat("_Width", MyAppPlatformManager.OrbitalTrailFixedWidth); } orbitsRenderer.orbitsMaterial = orbitMaterial; }
private void Awake() { // We put the trail object under the planet, but we want it to be the parented to the parent of the planet ... // which will be the solar system if (Planet == null) { Planet = GetComponentInParent <OrbitUpdater>(); } if (container == null) { container = new GameObject("Orbit Container " + Planet.name); container.transform.SetParent(Planet.transform.parent, worldPositionStays: false); } container.AddComponent <NoAutomaticFade>(); StartCoroutine(AwakeCoroutine()); }