'time' not a member of 'Object'

I got this from somewhere and I really like it for light trails, but it doesn’t play well with #pragma strict. I know in a lot of similar questions that they recommend using List, but I can’t use System.Collections.Generic because I don’t think it’s compatible with iphone/andoid etc. With #pragma strict I get:

‘time’ not a member of ‘Object’ and ‘point’ not a member of ‘Object’

Could someone walk me through how to fix this? I’m a little lost, it has to do with dynamic typecasting, right? Thanks a lot.

#pragma strict
/*
 Generates a trail that is always facing upwards using the scriptable mesh interface.
 vertex colors and uv's are generated similar to the builtin Trail Renderer.
 To use it
 1. create an empty game object
 2. attach this script and a MeshRenderer
 3. Then assign a particle material to the mesh renderer
*/
var height = 2.0;
var time = 2.0;
var alwaysUp = false;
var minDistance = 0.1;

var startColor = Color.white;
var endColor = Color (1, 1, 1, 0);

class TronTrailSection
{
	var point : Vector3;
	var upDir : Vector3;
	var time : float;
}

private var sections = new Array();


function LateUpdate () {

	var position = transform.position;
	var now = Time.time;

	// Remove old sections
	while (sections.length > 0 && now > sections[sections.length - 1].time + time) {
		sections.Pop();
	}

	// Add a new trail section
	if (sections.length == 0 || (sections[0].point - position).sqrMagnitude > minDistance * minDistance)
	{
		var section = TronTrailSection ();
		section.point = position;
		if (alwaysUp)
			section.upDir = Vector3.up;
		else
			section.upDir = transform.TransformDirection(Vector3.up);
		section.time = now;
		sections.Unshift(section);
	}
	
	// Rebuild the mesh
	var mesh : Mesh = GetComponent(MeshFilter).mesh;
	mesh.Clear();
	
	// We need at least 2 sections to create the line
	if (sections.length < 2)
		return;

	var vertices = new Vector3[sections.length * 2];
	var colors = new Color[sections.length * 2];
	var uv = new Vector2[sections.length * 2];
	
	var previousSection : TronTrailSection = sections[0];
	var currentSection : TronTrailSection = sections[0];

	// Use matrix instead of transform.TransformPoint for performance reasons
	var localSpaceTransform = transform.worldToLocalMatrix;

	// Generate vertex, uv and colors
	for (var i=0;i<sections.length;i++)
	{
		previousSection = currentSection;
		currentSection = sections*;*
  •  // Calculate u for texture uv and color interpolation*
    
  •  var u = 0.0;		*
    
  •  if (i != 0)*
    
  •  	u = Mathf.Clamp01 ((Time.time - currentSection.time) / time);*
    
  •  // Calculate upwards direction*
    
  •  var upDir = currentSection.upDir;*
    
  •  // Generate vertices*
    

_ vertices[i * 2 + 0] = localSpaceTransform.MultiplyPoint(currentSection.point);_
_ vertices[i * 2 + 1] = localSpaceTransform.MultiplyPoint(currentSection.point + upDir * height);_

_ uv[i * 2 + 0] = Vector2(u, 0);_
_ uv[i * 2 + 1] = Vector2(u, 1);_

  •  // fade colors out over time*
    
  •  var interpolatedColor = Color.Lerp(startColor, endColor, u);*
    

_ colors[i * 2 + 0] = interpolatedColor;_
_ colors[i * 2 + 1] = interpolatedColor;_

  • }*

  • // Generate triangles indices*
    _ var triangles = new int[(sections.length - 1) * 2 * 3];_

  • for (i=0;i<triangles.length / 6;i++)*

  • {*
    _ triangles[i * 6 + 0] = i * 2;_
    _ triangles[i * 6 + 1] = i * 2 + 1;_
    _ triangles[i * 6 + 2] = i * 2 + 2;_

_ triangles[i * 6 + 3] = i * 2 + 2;_
_ triangles[i * 6 + 4] = i * 2 + 1;_
_ triangles[i * 6 + 5] = i * 2 + 3;_

  • }*

  • // Assign to mesh *

  • mesh.vertices = vertices;*

  • mesh.colors = colors;*

  • mesh.uv = uv;*

  • mesh.triangles = triangles;*

}

Ran into the same problem and found a solution ()

sections.Pop();

is to be replaced by the following 3 lines:

var sectionsarr = new Array (sections);

sectionsarr.Pop();

sections = sectionsarr.ToBuiltin(TronTrailSection);

and
sections.Unshift(section);

is to be replaced by the following 3 lines:

sectionsarr = new Array (sections);

sectionsarr.Unshift(section);

sections = sectionsarr.ToBuiltin(TronTrailSection);

the rest of the code remain the same, and it works like charm!

Please see the full modified source below and let me if it works for you.

#pragma strict
/*
 Generates a trail that is always facing upwards using the scriptable mesh interface.
 vertex colors and uv's are generated similar to the builtin Trail Renderer.
 To use it
 1. create an empty game object
 2. attach this script and a MeshRenderer
 3. Then assign a particle material to the mesh renderer
*/
var height = 2.0;
var time = 2.0;
var alwaysUp = false;
var minDistance = 0.1;

var startColor = Color.white;
var endColor = Color (1, 1, 1, 0);

class TronTrailSection
{
	var point : Vector3;
	var upDir : Vector3;
	var time : float;
}

//private var sections = new Array();
private var sections = new TronTrailSection[0];

function LateUpdate () {
	var position = transform.position;
	var now = Time.time;

	// Remove old sections
	while (sections.length > 0 && now > sections[sections.length - 1].time + time) {
	  var sectionsarr = new Array (sections);
	  sectionsarr.Pop();
	  sections = sectionsarr.ToBuiltin(TronTrailSection);
		//sections.Pop();
	}

	// Add a new trail section
	if (sections.length == 0 || (sections[0].point - position).sqrMagnitude > minDistance * minDistance)
	{
		var section = TronTrailSection ();
		section.point = position;
		if (alwaysUp)    	
			 section.upDir = Vector3.forward;
		else
			section.upDir = transform.TransformDirection(Vector3.forward);
		section.time = now;
		
		sectionsarr = new Array (sections);
		sectionsarr.Unshift(section);
		sections = sectionsarr.ToBuiltin(TronTrailSection);
		//sections.Unshift(section);
	}
	
	// Rebuild the mesh
	var mesh : Mesh = GetComponent(MeshFilter).mesh;
	mesh.Clear();
	
	// We need at least 2 sections to create the line
	if (sections.length < 2)
		return;

	var vertices = new Vector3[sections.length * 2];
	var colors = new Color[sections.length * 2];
	var uv = new Vector2[sections.length * 2];
	
	var previousSection : TronTrailSection = sections[0];
	var currentSection : TronTrailSection = sections[0];

	// Use matrix instead of transform.TransformPoint for performance reasons
	var localSpaceTransform = transform.worldToLocalMatrix;

	// Generate vertex, uv and colors
	for (var i=0;i<sections.length;i++)
	{
		previousSection = currentSection;
		currentSection = sections*;*
  •  // Calculate u for texture uv and color interpolation*
    
  •  var u = 0.0;		*
    
  •  if (i != 0)*
    
  •  	u = Mathf.Clamp01 ((Time.time - currentSection.time) / time);*
    
  •  // Calculate upwards direction*
    
  •  var upDir = currentSection.upDir;*
    
  •  // Generate vertices*
    

_ vertices[i * 2 + 0] = localSpaceTransform.MultiplyPoint(currentSection.point);_
_ vertices[i * 2 + 1] = localSpaceTransform.MultiplyPoint(currentSection.point + upDir * height);_

_ uv[i * 2 + 0] = Vector2(u, 0);_
_ uv[i * 2 + 1] = Vector2(u, 1);_

  •  // fade colors out over time*
    
  •  var interpolatedColor = Color.Lerp(startColor, endColor, u);*
    

_ colors[i * 2 + 0] = interpolatedColor;_
_ colors[i * 2 + 1] = interpolatedColor;_

  • }*

  • // Generate triangles indices*
    _ var triangles = new int[(sections.length - 1) * 2 * 3];_

  • for (i=0;i<triangles.length / 6;i++)*

  • {*
    _ triangles[i * 6 + 0] = i * 2;_
    _ triangles[i * 6 + 1] = i * 2 + 1;_
    _ triangles[i * 6 + 2] = i * 2 + 2;_

_ triangles[i * 6 + 3] = i * 2 + 2;_
_ triangles[i * 6 + 4] = i * 2 + 1;_
_ triangles[i * 6 + 5] = i * 2 + 3;_

  • }*

  • // Assign to mesh *

  • mesh.vertices = vertices;*

  • mesh.colors = colors;*

  • mesh.uv = uv;*

  • mesh.triangles = triangles;*
    }

@script RequireComponent (MeshFilter)