static public int SetLODS(IntPtr l) { try{ UnityEngine.LODGroup self = (UnityEngine.LODGroup)checkSelf(l); UnityEngine.LOD[] a1; checkType(l, 2, out a1); self.SetLODS(a1); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static public int SetLODS(IntPtr l) { try { UnityEngine.LODGroup self = (UnityEngine.LODGroup)checkSelf(l); UnityEngine.LOD[] a1; checkType(l, 2, out a1); self.SetLODS(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
void Start() { group = gameObject.AddComponent<LODGroup>(); LOD[] lods = new LOD[4]; int i = 0; while (i < 4) { PrimitiveType primType = PrimitiveType.Cube; if (i == 1) primType = PrimitiveType.Capsule; if (i == 2) primType = PrimitiveType.Sphere; if (i == 3) primType = PrimitiveType.Cylinder; GameObject go = GameObject.CreatePrimitive(primType); go.transform.parent = gameObject.transform; Renderer[] renderers = new Renderer[1]; renderers[0] = go.renderer; lods[i] = new LOD(1.0F / (i + 1), renderers); i++; } group.SetLODS(lods); group.RecalculateBounds(); }