Is there a simple scriptable way of testing if a transform node is inside a rectagualr box? I am trying to set up a simple zoning sytem and don’t want to have to hand enter 8 points (to define the corners of the box) each time I change the shape of the zone - it is much quicker just to change the shape of a (non-rendering) mesh.
thanks,
Richard.
PS I am not ready to go for a full octree system yet!
I also attached some scripts for a really simple but effective visibility culling solution using culling masks. Probably similar to what you wanted to do. I am gonna get that on the wiki soon too.
Hmm, I could be mistaken, but your zone sounds like a trigger zone, say a mesh with a collider set to trigger and renderer.enabled = false;
…Look I know you know this better than me but isnt this kinda workable?
var zone : GameObject;
function OnTriggerEnter(){
zone.renderer.enabled = true:
}
You did say testing, right? Im only using the render method because it fairly obvious to the eye when its been triggerredd…
I guess you probably mean something more sophisticated huh, like not using collision detection…
AC
Thanks guys - I will post hi res versions when I have sorted the textures - at the moment everything it just atlas mapped and tiled. IT is only really at the blocking out stage.
Definitely put the first playable alpha you can onto the Forums. It’s a great way to get critique for your work, as well as a lot of praise, as you’ve seen.
Sadly the bus factor (Bus factor - Wikipedia) has intervened. A game of that nature is too big a project for me alone given that I already have a day job and family commitments - maybe some other time in the future
Damn I had a quick look at your demo on my powerbook g4 but you pulled the link down b4 I could check it out on my mbp…Feel free to pm me a linky linky