# Draw torus with a spot in the center

I would like to have a ring in my game with a center spot. The aim would be to move the ring up and down and receiving information about the position (x,y,z) of the spot. So far I achieved to move an imported CAD ring up and down. Now I have found a script to produce a torus however I got an error. What do I have to change in that script so that it works? Can I add a center spot to a torus? Thank you for your help.

Here the script code:

``````using System;
using UnityEngine;
using System.Collections;

public class TorusWire : MonoBehaviour {

[RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]

private static float Pi = 3.14159f;

public int segments = 32;
public int tubes = 12;

void Start() {
Torus();
}

public void Torus() {
// Total vertices
int totalVertices = segments * tubes;

// Total primitives
int totalPrimitives = totalVertices * 2;

// Total indices
int totalIndices = totalPrimitives * 3;

// Init vertexList and indexList
ArrayList verticesList = new ArrayList();
ArrayList indicesList = new ArrayList();

// Save these locally as floats
float numSegments = segments;
float numTubes = tubes;

// Calculate size of segment and tube
float segmentSize = 2 * Pi / numSegments;
float tubeSize = 2 * Pi / numTubes;

// Create floats for our xyz coordinates
float x = 0;
float y = 0;
float z = 0;

// Init temp lists with tubes and segments
ArrayList segmentList = new ArrayList();
ArrayList tubeList = new ArrayList();

// Loop through number of tubes
for (int i = 0; i < numSegments; i++)
{
tubeList = new ArrayList();

for (int j = 0; j < numTubes; j++)
{
// Calculate X, Y, Z coordinates.
x = (segmentRadius + tubeRadius * Mathf.Cos(j * tubeSize)) * Mathf.Cos(i * segmentSize);
y = (segmentRadius + tubeRadius * Mathf.Cos(j * tubeSize)) * Mathf.Sin(i * segmentSize);
z = tubeRadius * Mathf.Sin(j * tubeSize);

// Add the vertex to the tubeList

// Add the vertex to global vertex list
}

// Add the filled tubeList to the segmentList
}

// Loop through the segments
for (int i = 0; i < segmentList.Count; i++)
{
// Find next (or first) segment offset
int n = (i + 1) % segmentList.Count;

// Find current and next segments
ArrayList currentTube = (ArrayList)segmentList*;*
``````
• `````` 		ArrayList nextTube = (ArrayList)segmentList[n];*
``````
• `````` 		// Loop through the vertices in the tube*
``````
• `````` 		for (int j = 0; j < currentTube.Count; j++)*
``````
• `````` 		{*
``````
• `````` 			// Find next (or first) vertex offset*
``````
• `````` 			int m = (j + 1) % currentTube.Count;*
``````
• `````` 			// Find the 4 vertices that make up a quad*
``````
• `````` 			Vector3 v1 = (Vector3)currentTube[j];*
``````
• `````` 			Vector3 v2 = (Vector3)currentTube[m];*
``````
• `````` 			Vector3 v3 = (Vector3)nextTube[m];*
``````
• `````` 			Vector3 v4 = (Vector3)nextTube[j];*
``````
• `````` 			// Draw the first triangle*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v1));*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v2));*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v3));*
``````
• `````` 			// Finish the quad*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v3));*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v4));*
``````
• `````` 			indicesList.Add((int)verticesList.IndexOf(v1));*
``````
• `````` 		}*
``````
• `````` 	}*
``````
• `````` 	Mesh mesh = new Mesh();*
``````
• `````` 	Vector3[] vertices = new Vector3[totalVertices];*
``````
• `````` 	verticesList.CopyTo(vertices);*
``````
• `````` 	int[] triangles = new int[totalIndices];*
``````
• `````` 	indicesList.CopyTo(triangles);*
``````
• `````` 	mesh.vertices = vertices;*
``````
• `````` 	mesh.triangles = triangles;*
``````
• `````` 	mesh.RecalculateBounds();*
``````
• `````` 	mesh.Optimize();*
``````
• `````` 	MeshFilter mFilter = GetComponent(typeof(MeshFilter)) as MeshFilter;*
``````
• `````` 	mFilter.mesh = mesh;*
``````
• `````` }*
``````
• }*
And here the error I got:
Assets/Scripts/TorusWire.cs(61,10): error CS0592: The attribute `UnityEngine.RequireComponent' is not valid on this declaration type. It is valid on `classâ€™ declarations only

Hi! Need move row out of class [RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]

see screenshot