I have 10 meshes that are each basically freeze-"frames" of an animation of a whale swimming.
If I were to loop through displaying these meshes then it would create a pseudo-animation, which is what I want.
How can this be achieved? Currently I have GameObject AnimTest
, and I've placed the 10 mesh .obj files as children to it. I've started with this code on a script changeMeshes
for the GameObject:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class changeMeshes : MonoBehaviour
{
//Create array of the meshes
public float[] currentMesh;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
for (int i = 0; i < 10; i++)
{
currentMesh[i].gameObject.GetComponent<MeshRenderer>().enabled = true;
}
}
}
This is obviously very wrong since I'm new and confused, so I'm getting errors with script like float does not contain a definition for gameObject
. Can anyone help lead me down the correct path?
Edit: Here's my better try at it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class changeMeshes : MonoBehaviour
{
//Create array of the meshes
public GameObject[] whaleMeshes;
void FindWhales()
{
whaleMeshes = GameObject.FindGameObjectsWithTag("WhaleMesh");
print(whaleMeshes.Length);
}
void CycleWhales()
{
for (int i = 0; i < whaleMeshes.Length; i++)
{
if (i > 0)
{
whaleMeshes[i - 1].gameObject.GetComponentInChildren<MeshRenderer>().enabled = false;
}
whaleMeshes[i].gameObject.GetComponentInChildren<MeshRenderer>().enabled = true;
}
}
// Start is called before the first frame update
void Start()
{
FindWhales();
}
// Update is called once per frame
void Update()
{
CycleWhales();
}
}
The result now is that only the last Mesh is permanently rendered, rather than the script cycling through the meshes on a loop. How do I get the meshes to loop?
Well .. a float has no property .gameObject
.. not even Mesh
would
Since you say the objects are children of this component you can simply iterate through them.
And then I would simply activate and deactivate the entire GameObject
.
Sounds like what you would want to do is something like
public class changeMeshes : MonoBehaviour
{
// How long should one mesh be visible before switching to the next one
[SerializeField] private float timePerMesh = 0.2f;
public UnityEvent whenDone;
private IEnumerator Start()
{
// Get amount of direct children of this object
var childCount = transform.childCount;
// Get the first child
var currentChild = transform.GetChild(0);
// Iterate through all direct children
foreach(Transform child in transform)
{
// Set all objects except the first child to inactive
child.gameObject.SetActive(child == currentChild);
}
// Iterate though the rest of direct children
for(var i = 1; i < childCount; i++)
{
// Wait for timePerMesh seconds
yield return new WaitForSeconds(timePerMesh);
// Set the current child to inactive
currentChild.gameObject.SetActive(false);
// Get the next child
currentChild = transform.GetChild(i);
// Set this one to active
currentChild.gameObject.SetActive(true);
}
// Optionally do something when done like e.g. destroy this GameObject etc
yield return new WaitForSeconds(timePerMesh);
whenDone.Invoke();
}
}