private void Start() { lastTeleport = Time.time; pad1 = transform.Find("1").gameObject; var cam1 = pad1.transform.Find("Camera").gameObject; //Select camera of first telepad var cam1view = new RenderTexture(512, 512, 16); // Create a rendered texture pad2 = transform.Find("2").gameObject; var cam2 = pad2.transform.Find("Camera").gameObject; var cam2view = new RenderTexture(512, 512, 16); cam2.GetComponent <Camera>().targetTexture = cam2view; // Assing the camera's rendering to the render texture cam1.GetComponent <Camera>().targetTexture = cam1view; var cylinder1 = pad1.transform.Find("Cylinder").gameObject; //Find the cylinder in which the player stands cylinder1.GetComponent <MeshRenderer>().material.mainTexture = cam2view; // Assign it's material to the render texture var cylinder2 = pad2.transform.Find("Cylinder").gameObject; cylinder2.GetComponent <MeshRenderer>().material.mainTexture = cam1view; point1 = cylinder1.GetComponent <checkTrigger>(); point2 = cylinder2.GetComponent <checkTrigger>(); security1 = pad1.transform.Find("security").gameObject; security2 = pad2.transform.Find("security").gameObject; security1.SetActive(false); security2.SetActive(false); }
// Start is called before the first frame update private void Start() { entity = transform.Find("entity").gameObject; area = transform.Find("area").gameObject; homeObj = transform.Find("home").gameObject.GetComponent <checkTrigger>(); home = area.transform.position; home.y = area.GetComponent <MeshRenderer>().bounds.min.y + (entity.transform.localScale.y / 2); entity.transform.position = home; }
private void Start() { trigger = GameObject.Find("Trigger").GetComponent <checkTrigger>(); }