public void CreateMesh() { // cleanup first for (int i = 0; i < m_clayRoot.childCount; ++i) { DestroyImmediate(m_clayRoot.GetChild(i).gameObject); } // create ClayMesh ClayMesh clayMesh = ClayMeshFactory(); // assign ClayMesh ClayMeshContext cmc = Instantiate <ClayMeshContext>(m_prefab, m_clayRoot); cmc.gameObject.name = "Clay Mesh " + System.DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss"); cmc.clayMesh = clayMesh; // generate mesh based on ClayMesh clayMesh.GenerateMesh(); Vertices = clayMesh.Mesh.vertexCount; Triangles = clayMesh.Mesh.triangles.Length / 3; }
protected virtual void Awake() { m_meshFilter = GetComponent <MeshFilter>(); m_meshCollider = GetComponent <MeshCollider>(); m_clayMeshContext = GetComponent <ClayMeshContext>(); }
void Awake() { _meshFilter = GetComponent <MeshFilter> (); _cmc = GetComponent <ClayMeshContext>(); }