I want to to create a large number of waypoints, namely :
In the editor I create a hundred spheres
In the scripting I create a “Node” struct and a “Node[ ] waypoints” array
The C# script loops through all the spheres, fill each Node with a progressive ID number and the variables xPos and zPos, as well as other data
Last the script delete the spheres and clean the scene
I dont really understand what you want to do, to make hundreds of spheres and than delete them ? I dont see the point in this, maybe i missunderstood, please expain what you want in more details…
the spheres are the waypoints or the nodes of an A* algo. if you prefer
I place them manually in strategic positions in the scene using the editor, for example at the intersaction between two streets
When I am happy with the layout I fill an array with the x,z coords of each way point , a progressive ID number and other information which I can get from the scene, ex the type of terrain
I remove the spheres from the scene
Last I save the file and I import it in my game
I could make it manually, of course, but it would take plenty of time if you have hundred waypoints, not to mention likely mistakes
I was wandering whether I could do it via scripting