- Home /
Translating tutorial pseudocode to use LineRenderer
This tutorial on procedural lightning is great, easy to understand the concept and nicely formatted. However, when trying to utilise it with a LineRenderer I'm not really converting it well. I think partly due to the fact that you can't access the actual set of vertices in the LineRenderer. Just wondered if anyone has any idea or tips on how I'd go about this? Here's what I've kind of ended up with although theres been several different broken iterations so I may have wandered away from the right track:
for(int i = 0; i < generations; i++)
{
int count = strikePos.Count;
for(int j = 0; j < count; j++)
{
strikePos.RemoveAt(j);
Vector3 midPoint = Vector3.Lerp(start, end, 0.5f);
float offset = Random.Range(-offsetAmount, offsetAmount);
Vector3 temp = new Vector3();
temp = (end - start).normalized;
Vector3 finalTemp = midPoint;
finalTemp += new Vector3(-temp.y, temp.x, 0) * offset; //perpendicular vector to offset the midpoint along
strikePos.Add(new Segment(start, finalTemp));
strikePos.Add(new Segment(finalTemp, end));
}
offsetAmount /= 2;
}
The initial code I've posted kind of results in some midpoints being correctly calculated, but I think the order is wrong, theres a bunch of end points at the end too. I've ommitted the actual reading my segment struct into a linerenderer because it was garbage, I'm more curious so see some suggestions from those a bit stronger on C# and Unity than me
Your answer
Follow this Question
Related Questions
Perlin noise- lightning bolt explaination 1 Answer
Skyrim's Sparks 0 Answers
creating a mesh procedurally 4 Answers
weird shadows in the procedurally created mesh 1 Answer
Easy way to convert a bunch of vertices to triangles or uv's? 1 Answer