/// <summary> /// Register transform with the manager and get list if attached colliders /// </summary> public void Start() { WorldPosition center = FloatingOrigin.Make().sceneCenter; //Ensure existance of floating origin manager FloatingOrigin.Add(this); this.worldPosition = new WorldPosition(this.unityPosition); UpdateColliderList(); if (worldPosition.SameSector(center)) { this.OnOriginEnter(center); } else { this.OnOriginExit(center); } }
public void Start() { FloatingOrigin.Add(this); this.worldPosition = new WorldPosition(this.unityPosition); UpdateColliderList(); }