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);