void Refresh() { // refresh for a new mesh object vert.Clear(); tri.Clear(); uv.Clear(); norm.Clear(); // new sketch mesh object line = (GameObject)Instantiate(Resources.Load(prefab), Vector3.zero, Quaternion.identity); if (prefab == "SketchMeshThreePrefab") { // assign mesh mesh = new Mesh(); line.GetComponent <MeshFilter> ().mesh = mesh; // assign material, texture, color line.GetComponent <MeshRenderer> ().material.color = col; line.GetComponent <MeshRenderer> ().material.mainTexture = lineTexture; } else if (prefab == "Metaball") { // assign mesh mesh = new Mesh(); line.transform.Find("StaticMesh").GetComponent <MeshFilter> ().mesh = mesh; // assign material, texture, color line.transform.Find("StaticMesh").GetComponent <MeshRenderer> ().material.color = col; line.transform.Find("StaticMesh").GetComponent <MeshRenderer> ().material.mainTexture = lineTexture; // metaball seed = line.GetComponent <StaticMetaballSeed> (); // scale in overall to fit to VR scene line.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); } points = new List <Vector3>(); lineWidthList = new List <float>(); offsetsQuat = new List <Quaternion>(); offsetsQuat.Add(Quaternion.identity); offsetsVec = new List <Vector3>(); offsetsVec.Add(new Vector3(0, 0, 0)); }