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newPos.x = quantizeValue * (int) (newPos.x / quantizeValue); |
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newPos.z = quantizeValue * (int) (newPos.z / quantizeValue); |
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var matrix = Matrix4x4.TRS(newPos + transform.position, Quaternion.identity, Vector3.one); // transform.localToWorldMatrix;
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var matrix = Matrix4x4.TRS(newPos + transform.position, Quaternion.identity, transform.localScale); // transform.localToWorldMatrix;
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foreach (var mesh in resources.defaultWaterMeshes) |
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{ |
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