I'm generating a bunch of basic sphere and capsule mesh objects at runtime in a 3D fractal-based piece I'm working on, and I'm stuck on how to apply the appropriate Collider type when each object gets created.
My script randomly selects from either spheres or capsules and arranges them based on a range of orientation possibilities. I need help on how to assign the appropriate Collider when each mesh gets created.
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class BuildFractal : MonoBehaviour
{
public Mesh[] meshes;
public Material material;
public Material[,] materials;
private Rigidbody rb;
public int maxDepth; // max children depth
private int depth;
public float childScale; // set scale of child objects
public float spawnProbability; // determine whether a branch is created or not
public float maxRotationSpeed; // set maximium rotation speed
private float rotationSpeed;
public float maxTwist;
public Text positionText;
public int objectMass;
// Create arrays for direction and orientation data
private static Vector3[] childDirections = {
Vector3.up,
Vector3.right,
Vector3.left,
Vector3.forward,
Vector3.back,
// Vector3.down
};
private static Quaternion[] childOrientations = {
Quaternion.identity,
Quaternion.Euler(0f, 0f, -90f),
Quaternion.Euler(0f, 0f, 90f),
Quaternion.Euler(90f, 0f, 0f),
Quaternion.Euler(-90f, 0f, 0f),
// Quaternion.Euler(180f, 0f, 0f)
};
private void Start ()
{
Rigidbody rb;
rotationSpeed = Random.Range(-maxRotationSpeed, maxRotationSpeed);
transform.Rotate(Random.Range(-maxTwist, maxTwist), 0f, 0f);
if (materials == null)
{
InitializeMaterials();
}
// Select from random range of meshes
gameObject.AddComponent<MeshFilter>().mesh = meshes[Random.Range(0, meshes.Length)];
// Select from random range of colors
gameObject.AddComponent<MeshRenderer>().material = materials[depth, Random.Range(0, 2)];
// Add Rigigbody to each object
rb = gameObject.AddComponent<Rigidbody>();
rb.useGravity = false;
rb.mass = objectMass;
// Create Fractal Children
if (depth < maxDepth)
{
StartCoroutine(CreateChildren());
}
}
private void Update ()
{
transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
}
private void Initialize (BuildFractal parent, int childIndex)
{
maxRotationSpeed = parent.maxRotationSpeed;
// copy mesh and material references from parent object
meshes = parent.meshes;
materials = parent.materials;
maxTwist = parent.maxTwist;
// set depth and scale based on variables defined in parent
maxDepth = parent.maxDepth;
depth = parent.depth + 1;
childScale = parent.childScale;
transform.parent = parent.transform; // set child transform to parent
// transform.localScale = Vector3.one * childScale;
transform.localScale = Vector3.one * Random.Range(childScale / 10, childScale * 1);
transform.localPosition = childDirections[childIndex] * (Random.Range((0.1f + 0.1f * childScale),(0.9f + 0.9f * childScale)));
transform.localRotation = childOrientations[childIndex];
spawnProbability = parent.spawnProbability;
}
private void InitializeMaterials ()
{
materials = new Material[maxDepth + 1, 2];
for (int i = 0; i <= maxDepth; i++)
{
float t = i / (maxDepth - 1f);
t *= t;
// Create a 2D array to hold color progressions
materials[i, 0] = new Material(material);
materials[i, 0].color = Color.Lerp(Color.gray, Color.white, t);
materials[i, 1] = new Material(material);
materials[i, 1].color = Color.Lerp(Color.white, Color.cyan, t);
}
// materials[maxDepth, 0].color = Color.white;
materials[maxDepth, 1].color = Color.white;
}
private IEnumerator CreateChildren ()
{
for (int i = 0; i < childDirections.Length; i++)
{
if (Random.value < spawnProbability)
{
yield return new WaitForSeconds(Random.Range(0.1f, 1.5f));
new GameObject("Fractal Child").AddComponent<BuildFractal>().Initialize(this, i);
}
}
}
/*void OnCollisionEnter(Collision col)
{
if(col.gameObject.name == "Fractal Child")
{
Destroy(this.gameObject);
}
}*/
}