static void CreateWaveMesh() { Vector3 pos = Vector3.zero; if (UnityEditor.SceneView.lastActiveSceneView != null) { pos = UnityEditor.SceneView.lastActiveSceneView.pivot; } GameObject go = new GameObject("Wave Mesh"); MeshFilter mf = go.AddComponent <MeshFilter>(); mf.sharedMesh = new Mesh(); MeshRenderer mr = go.AddComponent <MeshRenderer>(); Material[] mats = new Material[1]; mr.sharedMaterials = mats; MegaWaveMesh pm = go.AddComponent <MegaWaveMesh>(); pm.mesh = mf.sharedMesh; go.transform.position = pos; Selection.activeObject = go; pm.Rebuild(); }
public override void OnInspectorGUI() { MegaWaveMesh mod = (MegaWaveMesh)target; //bool rebuild = DrawDefaultInspector(); EditorGUIUtility.LookLikeControls(); #if false DrawDefaultInspector();
public override void OnInspectorGUI() { MegaWaveMesh mod = (MegaWaveMesh)target; //bool rebuild = DrawDefaultInspector(); #if !UNITY_5 && !UNITY_2017 && !UNITY_2018 && !UNITY_2019 && !UNITY_2020 EditorGUIUtility.LookLikeControls(); #endif #if false DrawDefaultInspector();