I create my own cube. I use below code to do it
void Start () {
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
Mesh mesh = new Mesh ();
meshFilter.mesh = mesh;
mesh.vertices = new Vector3[]{
// face 1 (xy plane, z=0)
new Vector3(0,0,0),
new Vector3(1,0,0),
new Vector3(1,1,0),
new Vector3(0,1,0),
// face 2 (zy plane, x=1)
new Vector3(1,0,0),
new Vector3(1,0,1),
new Vector3(1,1,1),
new Vector3(1,1,0),
// face 3 (xy plane, z=1)
new Vector3(1,0,1),
new Vector3(0,0,1),
new Vector3(0,1,1),
new Vector3(1,1,1),
// face 4 (zy plane, x=0)
new Vector3(0,0,1),
new Vector3(0,0,0),
new Vector3(0,1,0),
new Vector3(0,1,1),
// face 5 (zx plane, y=1)
new Vector3(0,1,0),
new Vector3(1,1,0),
new Vector3(1,1,1),
new Vector3(0,1,1),
// face 6 (zx plane, y=0)
new Vector3(0,0,0),
new Vector3(0,0,1),
new Vector3(1,0,1),
new Vector3(1,0,0),
};
int faces = 6; // here a face = 2 triangles
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
for (int i = 0; i < faces; i++) {
int triangleOffset = i*4;
triangles.Add(0+triangleOffset);
triangles.Add(2+triangleOffset);
triangles.Add(1+triangleOffset);
triangles.Add(0+triangleOffset);
triangles.Add(3+triangleOffset);
triangles.Add(2+triangleOffset);
// same uvs for all faces
uvs.Add(new Vector2(0,0));
uvs.Add(new Vector2(1,0));
uvs.Add(new Vector2(1,1));
uvs.Add(new Vector2(0,1));
}
mesh.triangles = triangles.ToArray();
mesh.uv = uvs.ToArray();
GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));
mesh.RecalculateNormals();
mesh.RecalculateBounds ();
mesh.Optimize();
I want to add this object many times at runtime. I create a prefab by click right button on editor. I drag gameobject to it. I create a member variable public Gameobject prefab
. I drag prefab to member variable on inspector.
I want to add 2 cube on my scene. I use below code but it doesn't work for me. It adds many objects.
I use below code clone and add object
prefab = gameObject;
// for (int i = 0; i < 3; i++) {
gO = Instantiate (prefab, new Vector3 (0 * 1.8F - 8.2f, 0, 0), Quaternion.identity) as GameObject;
// }
How can I create a prefab from my own gameobject? How can I add it to scene at runtime properly? EDIT
If I create unity shape from editor, and I drag it to prefab, I can add many object on C# code. But I can't do same work for my own cube.
So in the end you have 2 Scripts:
public class CubeFactory : MonoBehaviour
{
public GameObject PrefabToCreate;
// Use this for initialization
void Start () {
var cube = Instantiate(PrefabToCreate, new Vector3(0 * 1.8F - 8.2f, 0, 0), Quaternion.identity) as GameObject;
}
// Update is called once per frame
void Update () {
}
}
and
public class Cube : MonoBehaviour
{
private void Start()
{
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
mesh.vertices = new Vector3[]
{
// face 1 (xy plane, z=0)
new Vector3(0, 0, 0),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0),
new Vector3(0, 1, 0),
// face 2 (zy plane, x=1)
new Vector3(1, 0, 0),
new Vector3(1, 0, 1),
new Vector3(1, 1, 1),
new Vector3(1, 1, 0),
// face 3 (xy plane, z=1)
new Vector3(1, 0, 1),
new Vector3(0, 0, 1),
new Vector3(0, 1, 1),
new Vector3(1, 1, 1),
// face 4 (zy plane, x=0)
new Vector3(0, 0, 1),
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(0, 1, 1),
// face 5 (zx plane, y=1)
new Vector3(0, 1, 0),
new Vector3(1, 1, 0),
new Vector3(1, 1, 1),
new Vector3(0, 1, 1),
// face 6 (zx plane, y=0)
new Vector3(0, 0, 0),
new Vector3(0, 0, 1),
new Vector3(1, 0, 1),
new Vector3(1, 0, 0),
};
int faces = 6; // here a face = 2 triangles
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
for (int i = 0; i < faces; i++)
{
int triangleOffset = i*4;
triangles.Add(0 + triangleOffset);
triangles.Add(2 + triangleOffset);
triangles.Add(1 + triangleOffset);
triangles.Add(0 + triangleOffset);
triangles.Add(3 + triangleOffset);
triangles.Add(2 + triangleOffset);
// same uvs for all faces
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(1, 0));
uvs.Add(new Vector2(1, 1));
uvs.Add(new Vector2(0, 1));
}
mesh.triangles = triangles.ToArray();
mesh.uv = uvs.ToArray();
GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.Optimize();
}
}
in your Scene you have your Camera and a GameObject with the CubeFactory on it.
Before you have to make a Prefab. Wich contains a GameObject with the "Cube.cs" Script on it.
Add the prefab as "PrefabToCreate" to your Cubefactory in the inspector.