How to create EDITABLE public Transform variable?

Hello,
I would like to create public Transform var (visible in inspector), but not as a field to drag and drop.
I simply need “Vector3” fields to edit, like when you create Empty Game Object and you have Transform field in inspector with Position Rotation and Scale.

You can either literally use an empty game object to drag in there, or you can create individual fields for position, rotation, and scale.
There is no getting a second transform component on a game object. Every game object has to have a transform, and every transform must have a game object. :slight_smile:

Ok :slight_smile: It is not the answer I expected, but solved my problem anyway, thanks :slight_smile:

No problem. take it easy. :slight_smile:

Methos5k do you know how many vertices I can have in mesh in multiplayer game? I wrote script which builds brick wall (every brick is single cube), but someone told me it is too much for a game ;/ So I am really confused now, because i dont know how to create destructible environment if i cant use many little objects. Can you help me somehow? I know the post is about Transform not destructible environment, but I set it to disappear after 3 days anyway, so i think it is better to ask here and dont create next

Forum posts do not disappear. Perhaps the poll you included goes away in 3 days.
As for your wall, I suppose it depends on how many walls & how many bricks you plan to have.
I do not have, nor do I think there is 1 number that will answer your question. I suggest that you search for destructible walls to see if there are other techniques, and/or if you continue with the path you’re on, simply profile your game and see if you have issues.

Ok, thank you.

no problem.

Used to be the limit was around 65,000. However there was some talk of changing the limit. Don’t know if its actually happened yet.

2017.3 introduced 32-bit

Games with destructible environments often use complex systems, usually involving graphics programs (shaders) that create the effects by dynamically cutting up (or distorting) the mesh in real time.

Another simpler approach is to create the model as you have, but using individual objects: and a merged version. Then when necessary, swap the stand-in for the many objects. There are a lot of limitations to that setup, however.

I have done this, and it is a valid approach depending on what you are trying to achieve. I don’t recommend it right out the gate, though. Scripting the effect took some less than beginner Unity knowledge but wasn’t the hard part. The hard part was creating an asset like this and getting it to where it needs to go, while recycling the same giblets for multiple uses.

Here’s what the initial test of my splintering crystals looked like, because pictures are fun.