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"); }
private void Awake() { saveManager = GameObject.FindGameObjectWithTag("SaveManager").GetComponent <SaveManager>(); chunkSaveSection = saveManager.GetSaveSection(ChunkSaveSection.chunkIdentifier) as ChunkSaveSection; chunkSaveSection.deformations = pastData; offset = transform.position; generator = new RunShader(computeShader); }