public void Demo() /** Public so that the custom Inspector class can call it */ { List <uint> colors = new List <uint> (); m_points = new List <Vector2> (); for (int i = 0; i < numSitesToGenerate; i++) { colors.Add(0); m_points.Add(new Vector2( UnityEngine.Random.Range(0, m_mapWidth), UnityEngine.Random.Range(0, m_mapHeight)) ); } v = new Delaunay.Voronoi(m_points, colors, new Rect(0, 0, m_mapWidth, m_mapHeight)); m_edges = v.VoronoiDiagram(); m_spanningTree = v.SpanningTree(KruskalType.MINIMUM); m_delaunayTriangulation = v.DelaunayTriangulation(); Debug.Log("Created a Voronoi object. But for Unity, it's recommend you convert it to a VoronoiMap (data structure using Unity GameObjects and MonoBehaviours)"); //Example: VoronoiDiagram map = VoronoiDiagram.CreateDiagramFromVoronoiOutput(v, true); }