创建具有许多克隆的刚性对象的蒙皮的网格渲染器

时间:2018-07-11 06:58:02

标签: c# unity3d

Sphere outline

我有这段代码,可以在网格的每个顶点生成球形预制件。我该如何使用每个生成的球形预制件制作蒙皮的网格渲染器,以填充每个生成的球形之间的间隙?

基本上,Im试图做的就是填充此形状,以便这些球体像顶点一样工作,并生成一个网格将其包围。

我的球形生成代码。

谢谢。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class gen : MonoBehaviour {
    public Mesh mesh;
    public GameObject SpherePrefab;
    private static int sphereCount = 0;
    private static GameObject SphereContainer;
    // Use this for initialization
    private void Start () {
        SphereContainer = new GameObject("Sphere container");
        Vector3[] verts = mesh.vertices;

        for(int i = 0;  i < verts.Length; i++)
        {
            sphereCount++;
            GameObject sphere = Instantiate(SpherePrefab, verts[i] + transform.position, Quaternion.identity) as GameObject ;
            //sphere.AddComponent<SpringJoint>();
            sphere.name = "Sphere " + sphereCount;
            sphere.transform.parent = SphereContainer.transform;

        }
    }

    // Update is called once per frame
    void Update () {

    }
}

0 个答案:

没有答案