private void Start() { if (Edition.IsDecalSystemFree) { Debug.Log("This demo only works with Decal System Pro."); enabled = false; } else { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate(m_DecalsPrefab) as DS_SkinnedDecals; m_DecalsInstance.UseVertexColors = true; if (m_DecalsInstance == null) { Debug.LogError("The decals prefab does not contain a DS_SkinnedDecals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new SkinnedDecalsMesh(m_DecalsInstance); m_DecalsMeshCutter = new SkinnedDecalsMeshCutter(); } } }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate(m_DecalsPrefab) as DS_SkinnedDecals; if (m_DecalsInstance == null) { Debug.LogError("The decals prefab does not contain a DS_SkinnedDecals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new SkinnedDecalsMesh(m_DecalsInstance); m_DecalsMeshCutter = new SkinnedDecalsMeshCutter(); } }
private void Start() { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate (m_DecalsPrefab) as DS_SkinnedDecals; if (m_DecalsInstance == null) { Debug.LogError ("The decals prefab does not contain a DS_SkinnedDecals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. m_DecalsMesh = new SkinnedDecalsMesh (m_DecalsInstance); m_DecalsMeshCutter = new SkinnedDecalsMeshCutter (); } }
private void Start() { if (Edition.IsDecalSystemFree) { Debug.Log ("This demo only works with Decal System Pro."); enabled = false; } else { // Instantiate the prefab and get its decals instance. m_DecalsInstance = Instantiate (m_DecalsPrefab) as DS_SkinnedDecals; m_DecalsInstance.UseVertexColors = true; if (m_DecalsInstance == null) { Debug.LogError ("The decals prefab does not contain a DS_SkinnedDecals instance!"); } else { // Create the decals mesh and the cutter that are needed to compute the projections. // We also cache the world to decals matrix. m_DecalsMesh = new SkinnedDecalsMesh (m_DecalsInstance); m_DecalsMeshCutter = new SkinnedDecalsMeshCutter (); } } }