Hi, I’m using Unity 2021.1.0f1 Personal.
I was trying to create a script to randomize meshes:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshRandomizer : MonoBehaviour
{
[SerializeField]
private Transform Head;
[SerializeField]
private Transform Body;
[SerializeField]
private Transform Weapon;
[SerializeField]
private Transform Shield;
[Serializable]
private class Tier
{
public bool Enabled;
public Mesh[] Heads;
public Mesh[] Bodies;
public Mesh[] Weapons;
public Mesh[] Shields;
}
[SerializeField]
private Tier[] Tiers;
[SerializeField]
private Material Color;
void Awake()
{
Head.GetComponent<Renderer>().material = Color;
Body.GetComponent<Renderer>().material = Color;
Weapon.GetComponent<Renderer>().material = Color;
Shield.GetComponent<Renderer>().material = Color;
// Head.GetComponent<MeshFilter>().sharedMesh = Heads[Random.Range(0, Heads.Length)];
// Body.GetComponent<SkinnedMeshRenderer>().sharedMesh = Bodies[Random.Range(0, Bodies.Length)];
// Weapon.GetComponent<MeshFilter>().sharedMesh = Weapons[Random.Range(0, Weapons.Length)];
// Shield.GetComponent<MeshFilter>().sharedMesh = Shields[Random.Range(0, Shields.Length)];
}
}
Though, the problem is that the inspector doesn’t push the other arrays down, so when I try to see the arrays in the inspector, they are behind the others