private void CreateSphere(GameObject hand) { CreateGravSphere(); // create instance of gravsphere var sphere = Instantiate(gravsphere); sphere.tag = "gravity"; // set location sphere.transform.position = hand.transform.position; sphere.transform.rotation = hand.transform.rotation; // set scale sphere.transform.localScale *= Random.Range(0.25f, 0.5f); // update list of spheres NewOrbits.UpdateSpheres(); sphere.GetComponent <Rigidbody>().freezeRotation = true; var text3d = new GameObject(); var textMesh = text3d.AddComponent <TextMesh>(); var textRenderer = text3d.AddComponent <MeshRenderer>(); textMesh.text = "Please work"; textMesh.transform.SetParent(sphere.transform); textMesh.transform.localScale *= .5f; sphere.GetComponent <Renderer>().material = mats[Random.Range(0, mats.Length)]; currentSphere = sphere; DestroyGravSphere(); }
private void OnCollisionEnter(Collision collision) { var colliderObj = collision.collider.gameObject; if (colliderObj.tag != "gravity") { return; } Destroy(colliderObj); NewOrbits.UpdateSpheres(); }
// Start is called before the first frame update void Start() { GetComponent <Rigidbody>().velocity = transform.forward * 10; print(transform.forward); NewOrbits.UpdateSpheres(); }