void Start() { thisTransform = transform; mesh = GetComponent <MeshFilter>().mesh; tris = mesh.triangles; verts = mesh.vertices; normals = mesh.normals; Vector3 corner1 = verts[0]; Vector3 corner2 = verts[0]; foreach (Vector3 vert in verts) { corner1 = Vector3.Min(corner1, vert); corner2 = Vector3.Max(corner2, vert); } o = new Octree(new Box(corner1, corner2)); for (int i = 0; i < tris.Length / 3; i++) { o.AddTriangle(i); } randState = UnityEngine.Random.state; }