public virtual void ValidateViewMeshes() { if (decomp_valid) { return; } fMesh unityMesh = UnityUtil.DMeshToUnityMesh(mesh, false, true); viewMeshGO = GameObjectFactory.CreateMeshGO("component", unityMesh, false, true); viewMeshGO.SetMaterial(SourceSO.CurrentMaterial, true); viewMeshGO.SetLayer(SourceSO.RootGameObject.GetLayer()); if (SourceSO.ShadowsEnabled == false) { MaterialUtil.DisableShadows(viewMeshGO, true, true); } SourceSO.AppendNewGO(viewMeshGO, SourceSO.RootGameObject, false); decomp_valid = true; }
public fMesh(DMesh3 source) { mesh = UnityUtil.DMeshToUnityMesh(source, false); }