// Update is called once per frame void Update() { if (Input.GetKeyDown(m_key)) { Ms3D.GetComponent <MassSpringSystem3D>().Gravity = true; } if (Input.GetKeyUp(m_key)) { Ms3D.GetComponent <MassSpringSystem3D>().Gravity = false; } }
// Update is called once per frame void FixedUpdate() { if (Input.GetKeyDown(m_key)) { Vector3[] jiggleForces = new Vector3[Ms3D.VertCount]; float xNoise = Random.Range(-50, 20); float yNoise = Random.Range(-50, 20); float zNoise = Random.Range(-50, 50); foreach (var indexedPrimitive in spawner.Primitives) { int index = indexedPrimitive.Key; GameObject primi = indexedPrimitive.Value; jiggleForces[index].x = xNoise; jiggleForces[index].y = -zNoise; jiggleForces[index].z = yNoise; } Ms3D.externalForcesBuffer.SetData(jiggleForces); if (Input.GetKeyUp(m_key)) { Ms3D.GetComponent <MassSpringSystem3D>().Gravity = false; } } }