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// Assigns an arbitrary mesh collider to the current transform var meshToCollide : Mesh; if(!meshToCollide) { Debug.LogError("Assign a mesh in the inspector"); return; } transform.gameObject.AddComponent(MeshCollider); transform.GetComponent(MeshCollider).sharedMesh = meshToCollide;
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Mesh meshToCollide; void Example() { if (!meshToCollide) { Debug.LogError("Assign a mesh in the inspector"); return; } transform.gameObject.AddComponent<MeshCollider>(); transform.GetComponent<MeshCollider>().sharedMesh = meshToCollide; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public meshToCollide as Mesh def Example() as void: if not meshToCollide: Debug.LogError('Assign a mesh in the inspector') return transform.gameObject.AddComponent[of MeshCollider]() transform.GetComponent[of MeshCollider]().sharedMesh = meshToCollide