// Use this for initialization void Start() { tempObj = null; tmpPrefab = null; //make the grid for (int i = 0; i < gridSize; i++) { for (int j = 0; j < gridSize; j++) { GameObject tempInst = (GameObject)Instantiate(gridTile, new Vector3(i * gridSpacing, 0, j * gridSpacing), Quaternion.identity); tempInst.name = "t" + i + ":" + j; MeshCollider b = tempInst.GetComponent <MeshCollider>(); tempInst.transform.position = new Vector3(i * b.bounds.size.x, 0, j * b.bounds.size.z); Debug.Log(b.bounds.size); } } }
public void objSelect(int num) { tmpPrefab = spawnObj[num]; tempObj = (GameObject)Instantiate(spawnObj[num].objectPrefab, currentTileVector, Quaternion.identity); buildMenu.GetComponent <Animator>().Play("close_buildMenu"); }