void CreateCubeGrid()

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;
			}
	}