in Networked Physics/Assets/Oculus/VR/Scripts/Util/OVRGridCube.cs [103:175]
void CreateCubeGrid()
{
Debug.LogWarning("Create CubeGrid");
// Create the visual cube grid
CubeGrid = new GameObject("CubeGrid");
// Set a layer to target a specific camera
CubeGrid.layer = CameraController.gameObject.layer;
for (int x = -gridSizeX; x <= gridSizeX; x++)
for (int y = -gridSizeY; y <= gridSizeY; y++)
for (int z = -gridSizeZ; z <= gridSizeZ; z++)
{
// Set the cube type:
// 0 = non-axis cube
// 1 = axis cube
// 2 = center cube
int CubeType = 0;
if ((x == 0 && y == 0) || (x == 0 && z == 0) || (y == 0 && z == 0))
{
if((x == 0) && (y == 0) && (z == 0))
CubeType = 2;
else
CubeType = 1;
}
GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
BoxCollider bc = cube.GetComponent<BoxCollider>();
bc.enabled = false;
cube.layer = CameraController.gameObject.layer;
// No shadows
Renderer r = cube.GetComponent<Renderer>();
#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
// Renderer.castShadows was deprecated starting in Unity 5.0
r.castShadows = false;
#else
r.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
#endif
r.receiveShadows = false;
// Cube line is white down the middle
if (CubeType == 0)
r.material.color = Color.red;
else if (CubeType == 1)
r.material.color = Color.white;
else
r.material.color = Color.yellow;
cube.transform.position =
new Vector3(((float)x * gridScale),
((float)y * gridScale),
((float)z * gridScale));
float s = 0.7f;
// Axis cubes are bigger
if(CubeType == 1)
s = 1.0f;
// Center cube is the largest
if(CubeType == 2)
s = 2.0f;
cube.transform.localScale =
new Vector3(cubeScale * s, cubeScale * s, cubeScale * s);
cube.transform.parent = CubeGrid.transform;
}
}