public static void SetMeshCollider(Trile trile) { Mesh trileMesh = FezToUnity.TrileToMesh(trile); importerCollider.gameObject.SetActive(true); importerCollider.sharedMesh = null; importerCollider.sharedMesh = trileMesh; }
public void LoadSetMeshes() { setMat = new Material(Shader.Find("Standard")); s.TextureAtlas.filterMode = FilterMode.Point; setMat.mainTexture = s.TextureAtlas; foreach (Trile t in s.Triles.Values) { trilesetCache.Add(t, FezToUnity.TrileToMesh(t)); } }
public void LoadSetMeshes() { setMat = new Material(Shader.Find("Diffuse")); s.TextureAtlas.filterMode = FilterMode.Point; setMat.mainTexture = s.TextureAtlas; RotatingTrile.Instance.mr.material = setMat; PlacmentPreview.Instance.mr.material.mainTexture = setMat.mainTexture; foreach (Trile t in s.Triles.Values) { trilesetCache.Add(t, FezToUnity.TrileToMesh(t)); } }