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Mesh transparency halfway cutoff script
Hello! I'm a noob to unity scripting, but have a task to make a building, that would be schematycally cutted a half to see the inside interrior and still see the walls at the back side. I've found a script here http://answers.unity3d.com/questions/372487/shader-distance-between-worldspacecamerapos-and-ve.html which should work fine, as i can see, and tried to re-arrange it in java, but thanks to my noobness i'm getting an errors. The script for now looks like this:
var dist = 2;
var mesh : Mesh;
var vertices : Vector3[];
var colors : Color[];
var walls : GameObject;
function Start()
{
var mesh : Mesh = GetComponent(MeshFilter).mesh;
var vertices : Vector3[] = mesh.vertices;
var colors: color = new Color[vertices.Length];
}
function Update()
{
if(tag == "Player")
{
if (Vector3.Distance(transform.TransformPoint.vertices[i], walls.transform.position) > dist)
{
colors[i] = new Color(0, 0, 0, 0);
}
else
{
colors[i] = new Color(0, 0, 0, 1 - Vector3.Distance(transform.TransformPoint(vertices[i]), walls.transform.position) / dist);
}
mesh.colors = colors;
}
}
And there's an error DirTest.js(10,17): BCE0018: The name 'color' does not denote a valid type ('not found'). Did you mean 'UnityEngine.Color'? Would you please help me to solve this?
This specific error is from line 10 which should be:
colors = new Color[vertices.Length];
But there are a number of other errors with this translation.
I get it. Fixed vertices error, now it says $$anonymous$$ identifier: 'i'. I can't even google it. Am i supposed to make an array or some variables "i"?
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