Prefab Mesh=> Tiling

Set

public static void Set_Tiling(int tiling)

Example:

//Create a spline plus game object at Vector3.zero
var sPData = SplinePlusAPI.CreateSplinePlus(new Vector3(0,0,0));

//Add a deformed mesh component to the spline plus game object
var deformedMesh = sPData.Add_DeformMesh();

//Create a new prefab Mesh for the branch with key 3  
var prefabMesh= deformedMesh.Create_PrefabMesh(3,prefabMeshGO);

// Set prefabMesh tiling value
 prefabMesh.Set_Tiling(15);


//Update procedural mesh generated on all the branches
deformedMesh.Update_Branches(true, true);

Get

    public static int Get_Tiling()

Example:

//Create a spline plus game object at Vector3.zero
var sPData = SplinePlusAPI.CreateSplinePlus(new Vector3(0,0,0));

//Add a deformed mesh component to the spline plus game object
var deformedMesh = sPData.Add_DeformMesh();

//Create a new prefab Mesh for the branch with key 3  
var prefabMesh= deformedMesh.Create_PrefabMesh(3,prefabMeshGO);

// Get the prefabMesh tiling value
var tiling =prefabMesh.Get_Tiling();
Debug.Log(tiling);

//Update procedural mesh generated on all the branches
deformedMesh.Update_Branches(true, true);

Auto Tiling

Called to calculate the required tilling value to fill the branch,

public static void AutoTile(Branch branch)

Example:

//Create a spline plus game object at Vector3.zero
var sPData = SplinePlusAPI.CreateSplinePlus(new Vector3(0,0,0));

//Add a deformed mesh component to the spline plus game object
var deformedMesh = sPData.Add_DeformMesh();

//Create a new prefab Mesh for the branch with key 3  
var prefabMesh= deformedMesh.Create_PrefabMesh(3,prefabMeshGO);

var branch = sPData.BranchesDict[3];
// Auto calculate the tiling value required to fill the branch
prefabMesh.AutoTile(branch);

//Update procedural mesh generated on all the branches
deformedMesh.Update_Branches(true, true);