ok it won’t let me add it and the same messeg apers what is wrong
ps. this is not the full script
using UnityEngine;
using System.Collections;
public class MCBlob: MonoBehaviour {
/*Amount of cubes in X/Y/Z directions, Dimension will always be from -.5f to .5f in XYZ
remember to call Regen() if changing!
*/
int _dimX=30;
int _dimY=30;
int _dimZ=30;
public int dimX {
get {return _dimX; }
set {_dimX=value; Regen(); }
}
public int dimY {
get {return _dimY; }
set {_dimY=value; Regen(); }
}
public int dimZ {
get {return _dimZ; }
set {_dimZ=value; Regen(); }
}
/*Blobs are a staggered array of floats, where first index is blob, and second is 0=x, 1=y 2=z 3=power
Multidim might be slightly faster, but staggered made the code a little cleaner IMO*/
public float[][] blobs;
/*Cutoff intensity, where the surface of mesh will be created*/
public float isoLevel=.5f;
/*Scratch buffers for Vertices/Normals/Tris */
private Vector3[] newVertex;
private Vector3[] newNormal;
private Vector2[] newUV;
private int[] newTri;
/*Pointer into scratch buffers for tris and vertices(also used for UVs and Normals)
at the end of a frame it will give the total amount of each*/
private int triP=0;
private int vertP=0;
/*Generated at startup for dimX,dimY,dimZ,
all the points, edges, cubes in the 3D lattice*/
private mcPoint[] _points;
private mcEdge[] _edges;
private mcCube[] _cubes;
/*Scratch buffers for use within functions, to eliminate the usage of new almost entirely each frame*/
private Vector3[] tada;
private Vector2[] tada2;
private int tadac,tadac2;
private int tadam=50000;
/*Current frame counter*/
private int pctr=0;
/*Cube Class*/
private class mcCube {
public mcCube()
{
cntr=0;
edges=new mcEdge[12];
for(int i=0;i<12;i++)
{
edges[i]=null;
}
points=new mcPoint[8];
}