I created a series of sphere clones in my game. After that I adapted the scale so that they appear smaller. However, now there is a gap between these spheres ... and I would have to change the position of this instatiate game objects. I changed my code already exactly at this position but nothing happens. So please I need your help! How can I do this? I would have very small spheres which are located near together.
Here the code:
using UnityEngine;
using System.Collections;
public class SineWave : MonoBehaviour {
private GameObject plotPointObject;
private int numberOfPoints= 100;
private float animSpeed =1.0f;
private float scaleInputRange = 8*Mathf.PI; // scale number from [0 to 99] to [0 to 2Pi] //Zahl vor Mathf, Anzahl Bön
private float scaleResult = 2.5f; // Y Achse Range
public bool animate = true;
GameObject[] plotPoints;
// Use this for initialization
void Start () {
if (plotPointObject == null) //if user did not fill in a game object to use for the plot points
plotPointObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); //create a sphere
//add Material to the spheres , load material in the folder Resources/Materials
Material myMaterial = Resources.Load("Materials/green", typeof(Material)) as Material;
plotPointObject.GetComponent<MeshRenderer> ().material = myMaterial;
//change the scale of the spheres
//plotPointObject.transform.localScale = Vector3.one * 0.5f ;
plotPointObject.transform.localScale -= new Vector3(0.5f,0.5f,0.5f);
plotPoints = new GameObject[numberOfPoints]; //creat an array of 100 points.
//plotPointObject.GetComponent<MeshRenderer> ().material =Material.Load("blue") as Material
//plotPointObject.transform.localScale -= new Vector3 (0.5F, 0.5F, 0.5F); //neu: change the scale of the spheres
for (int i = 0; i < numberOfPoints; i++)
{
plotPoints[i] = (GameObject)GameObject.Instantiate(plotPointObject, new Vector3(i -
(numberOfPoints/2), 0, 0), Quaternion.identity); //this specifies
what object to create, where to place it and how to orient it
}
//we now have an array of 100 points- your should see them in the hierarchy when you hit play
plotPointObject.SetActive(false); //hide the original
}
Thank you already in advance!
Edit: As I said in the comment I achieved now to place my spheres without a gap in between. However, as soon as I animate my spheres (with a sine wave) there is still that gap between the spheres. How can I adapt this? Should I copy the code of the Start function in the Update function?
I would be very happy to get some help. Thank you very much!
enter code here void Update()
{
for (int i = 0; i < numberOfPoints; i++)
{
float functionXvalue = i * scaleInputRange / numberOfPoints; // scale number from [0 to 99] to [0 to 2Pi]
if (animate)
{
functionXvalue += Time.time * animSpeed;
}
plotPoints[i].transform.position = new Vector3(i - (numberOfPoints/2), ComputeFunction(functionXvalue) * scaleResult, 0);
//print (plotPointObject.GetComponent<MeshRenderer> ().bounds.size.x);
// put the position information of sphere clone 50 in a vector3 named posSphere
posSphere = plotPoints [50].transform.position;
}
//print position of sphere 50 in console
//print (posSphere);
}
float ComputeFunction(float x)
{
return Mathf.Sin(x);
}
}