Open mattrdowney opened 5 years ago
Another difficulty is PlanetariaCamera, which requires two nested internal objects (one for zoom and scaling eye distance, the other for head control).
If I want to use shared meshes, overriding vertices for PlanetariaRenderer is a bad idea.
This all proves to me that the ideal solution is to use the Entity-Component System to avoid internal objects.
The internal objects are hard to synchronize e.g. layers.
For PlanetariaCollider, the solution was easy after refactoring to one SphereCollider.
For PlanetariaAreaRenderer, the SpriteRenderer seemed difficult until I read about Sprite.vertices and OverrideGeometry()
For PlanetariaLight, this will be simple when everything is on the GPU, but for now it means point and sector lights can only be 180 degrees and arc lights can't have cuculorises.
PlanetariaAudioSource might be a problem, though