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Question by storm024 · Dec 18, 2011 at 09:04 AM · meshobjectslinkingmake

creating a linked object mesh

hey everyone, the game I am currently developing starts off by generating a bunch of prefabs, the prefabs then delete their original box colliers and link together through meshes, these meshes then create collisions and wala awesome. however the problem is the game won't do this.

code below:

 private var hasrend:boolean;
     private var playerobject:GameObject;
     playerobject = GameObject.Find("FPC");
     private var isdone:boolean;
     function Start ()
     {                
                      var hit : RaycastHit[];
                 hit = Physics.SphereCastAll (gameObject.transform.position, 1.0F,transform.forward,360, 8);
                     if(hit != null)
                     {
                         var mesh : Mesh = new Mesh ();
                         GetComponent(MeshFilter).mesh = mesh;
                         mesh.vertices = [hit[1].transform.position,hit[2].transform.position,this.transform.position];
                         mesh.triangles = [0, 1, 2];
                         this.AddComponent(MeshCollider);
                         hasrend = true;
                         isdone = true;
                     }
                     else
                     {
                         isdone = false;
                         hasrend = false;
                     }
     }
     function Update () 
     {
         if (!isdone && !hasrend)
         {
                      var hit : RaycastHit[];
                 hit = Physics.SphereCastAll (gameObject.transform.position, 1.0F,transform.forward,360, 8);
                     if(hit != null)
                     {
                         var mesh : Mesh = new Mesh ();
                         GetComponent(MeshFilter).mesh = mesh;
                         mesh.vertices = [hit[1].transform.position,hit[2].transform.position,this.transform.position];
                         mesh.triangles = [0, 1, 2];
                         this.AddComponent(MeshCollider);
                         hasrend = true;
                         isdone = true;
                     }
                     else
                     {
                         isdone = false;
                         hasrend = false;
                     }
         }
     }
     function Start ()
     {                
                      var hit : RaycastHit[];
                 hit = Physics.SphereCastAll (gameObject.transform.position, 1.0F,transform.forward,360, 8);
                     if(hit != null)
                     {
                         var mesh : Mesh = new Mesh ();
                         GetComponent(MeshFilter).mesh = mesh;
                         mesh.vertices = [hit[1].transform.position,hit[2].transform.position,this.transform.position];
                         mesh.triangles = [0, 1, 2];
                         this.AddComponent(MeshCollider);
                         hasrend = true;
                         isdone = true;
                     }
                     else
                     {
                         isdone = false;
                         hasrend = false;
                     }
 }

I'm new around here so don't hound me to much

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avatar image syclamoth · Dec 18, 2011 at 09:04 AM 0
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You're new around here, so the first thing you should do is format your code so we can read it!

avatar image syclamoth · Dec 18, 2011 at 10:28 AM 0
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Having formatted it, could you please describe the exact problem you are having? Just looking at code aimlessly doesn't help much.

avatar image storm024 · Dec 18, 2011 at 10:37 AM 1
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ok refresh, its ready.

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