private void Awake() { _hand = GetComponent <Hand>(); _boneConnectorsVisualizers = new List <BoneBounds>(); _skeleton = new GameObject("SkeletonVisualizer"); _skeleton.transform.SetParent(transform, false); _skeletonMaterial = Instantiate(_skeletonMaterial) as Material; StartCoroutine(BuildSkeletonVis()); _handMaterialModifier = new HandMaterialModifier(_skeletonMaterial); }
void Awake() { _skinnedMeshRenderer = GetComponent <SkinnedMeshRenderer>(); if (!_skinnedMeshRenderer) { _skinnedMeshRenderer = gameObject.AddComponent <SkinnedMeshRenderer>(); } _meshFilter = GetComponent <MeshFilter>(); if (!_meshFilter) { _meshFilter = gameObject.AddComponent <MeshFilter>(); } Mesh = new Mesh(); _meshFilter.sharedMesh = Mesh; _hand = GetComponent <Hand>(); _material = _skinnedMeshRenderer.material; _handMaterialModifier = new HandMaterialModifier(_material); }