diff --git a/NewHorizons/Builder/Body/BrambleDimensionBuilder.cs b/NewHorizons/Builder/Body/BrambleDimensionBuilder.cs index e7417503..dc32e3f9 100644 --- a/NewHorizons/Builder/Body/BrambleDimensionBuilder.cs +++ b/NewHorizons/Builder/Body/BrambleDimensionBuilder.cs @@ -194,6 +194,24 @@ namespace NewHorizons.Builder.Body repelVolume.transform.parent = sector.transform; repelVolume.transform.localPosition = Vector3.zero; + // remove default vines + var geoBatchedGroup = geometry.FindChild("BatchedGroup"); + var collider = geoBatchedGroup.FindChild("BatchedMeshColliders_1"); + collider.transform.parent = geometry.transform; + GameObject.Destroy(geoBatchedGroup); + + var geoOtherComponentsGroup = geometry.FindChild("OtherComponentsGroup"); + var dimensionWalls = geoOtherComponentsGroup.FindChild("Terrain_DB_BrambleSphere_Outer_v2"); + dimensionWalls.transform.parent = geometry.transform; + GameObject.Destroy(geoOtherComponentsGroup); + + // fix some cull groups + volumes.GetComponent()._sector = sector; + volumes.FindChild("SunOverrideVolume").GetComponent()._sector = sector; + effects.GetComponent()._sector = sector; + atmo.GetComponent()._sector = sector; + atmo.GetComponent()._sector = sector; + // Set up rulesets var thrustRuleset = sector.gameObject.AddComponent(); thrustRuleset._attachedBody = owRigidBody; @@ -253,10 +271,6 @@ namespace NewHorizons.Builder.Body cloak._sectors = new Sector[] { sector }; cloak.GetComponent().enabled = true; - // fix the fog backdrop - atmo.GetComponent()._sector = sector; - atmo.GetComponent()._sector = sector; - // finalize atmo.SetActive(true); volumes.SetActive(true);