/// <summary> /// Rebuilds the mesh with the current settings /// <summary> public void BuildMesh() { if (_mesh == null) { _mesh = new Mesh(); } ParentRenderer.GetMeshLattice(ref _mesh); }
public void OnValidate() { #if UNITY_EDITOR if (this.Shader == null) { this.Shader = Shader.Find(DefaultShaderString()); } #endif ParentRenderer.SetMaterialDirty(); }
protected void Init() { #if UNITY_EDITOR if (this.Shader == null) { this.Shader = Shader.Find(DefaultShaderString()); } #endif _geometryDirty = true; ParentRenderer.SetLayersDirty(); ParentRenderer.Draw(); }
void OnDestroy() { ParentRenderer.SetLayersDirty(); }