using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MeshGenerator : MonoBehaviour
{
public GameObject meshPrefab;
public Vector3[] newVertices;
public Vector2[] newUV;
public int[] newTriangles;
private List<Vector3> verticesList = new List<Vector3>();
private List<Vector2> uvsList = new List<Vector2>();
private List<int> trianglesList = new List<int>();
private GameObject go;
private void Start()
{
Mesh meshprefab = meshPrefab.GetComponent<MeshFilter>().sharedMesh;
newVertices = meshprefab.vertices;
newTriangles = meshprefab.triangles;
for (int i = 0; i < newVertices.Length - 2; i++)
{
DrawLine(newVertices[i], newVertices[i + 1], Color.red);
DrawLine(newVertices[i + 1], newVertices[i + 2], Color.red);
DrawLine(newVertices[i + 2], newVertices[i], Color.red);
}
}
void DrawLine(Vector3 start, Vector3 end, Color color, float duration = 0.2f)
{
go = GameObject.Find("Lines");
GameObject myLine = new GameObject();
myLine.transform.parent = go.transform;
myLine.transform.position = start;
myLine.AddComponent<LineRenderer>();
LineRenderer lr = myLine.GetComponent<LineRenderer>();
lr.material = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
lr.startColor = color;
lr.endColor = color;
lr.startWidth = 0.05f;
lr.endWidth = 0.05f;
lr.useWorldSpace = false;
lr.SetPosition(0, start);
lr.SetPosition(1, end);
}
private void Update()
{
var p = go.transform.eulerAngles;
p.x += 1;
go.transform.eulerAngles = p;
}
}
This is the rotation part:
private void Update()
{
var p = go.transform.eulerAngles;
p.x += 1;
go.transform.eulerAngles = p;
}
It's rotating 360 degrees once, then it stops rotating but keeps shaking like it's trying to keep rotating but something keeps it from continue.