void Awake() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); network = GameObject.FindGameObjectWithTag("Planet").GetComponent <TetherNetwork>(); TerrainChunk.chunkPrefab = chunkPrefab; float foo = Time.time; shader = new RunShader(compute); shape = new TerrainShape(biomesJSON) { settings = settings, shader = densities }; chunks = new Dictionary <Vector3, TerrainChunk>(); needUpdate = new Queue <TerrainChunk>(); for (int x = -2; x <= 2; x++) { for (int y = -2; y <= 2; y++) { for (int z = -2; z <= 2; z++) { CreateChunk(new Vector3(x * 39, y * 39, z * 39) + new Vector3(0, 975, 0)); } } } Debug.Log(Time.realtimeSinceStartup - foo + " TIME"); }
public TetherNode(Tether tetherObject) { Debug.Log("New node"); network = GameObject.FindGameObjectWithTag("Planet").GetComponent <TetherNetwork>(); this.tetherObject = tetherObject; if (tetherObject != null) { tetherPos = tetherObject.gameObject.transform.position; } }
void Start() { Cursor.lockState = CursorLockMode.Locked; tetherNetwork = GameObject.FindGameObjectWithTag("Planet").GetComponent <TetherNetwork>(); body = GetComponent <Rigidbody>(); chunkPos = new Vector3Int(0, 0, 0); deltaChunk = new Vector3Int(0, 0, 0); camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Camera>(); generator = GameObject.FindGameObjectWithTag("Generator").GetComponent <TerrainGenerator>(); }