/** * Changes the position of the mesh's verticies * Perlin function will be replaced when audio analysis is done * */ private void DetermineMovement(int columns, int rows) { if (analysis.source.isPlaying) { speed = analysis.GetComponent <RhythmTool>().pitch; verticies[columns].z = 5 * Mathf.PerlinNoise(Time.time / speed + (verticies[columns].x + this.gameObject.transform.position.x) / detailAmount, //Replace the Mathf.Perlin with data collected from AudioSource Time.time / speed + (verticies[columns].y + this.gameObject.transform.position.y) / detailAmount) * frequency; verticies[columns].z -= rows; } else { verticies[columns].z = Mathf.Lerp(verticies[columns].z, defaultVerticies[columns].z, 1f); } }