Pathfinding.RecastMeshObj.Register C# (CSharp) Method

Register() private method

private Register ( ) : void
return void
		void Register () {
			if (registered) return;
			
			registered = true;
			
			//Clamp area, upper limit isn't really a hard limit, but if it gets much higher it will start to interfere with other stuff
			area = Mathf.Clamp (area,-1,1 << 25);
			
			Renderer rend = renderer;
			
			Collider coll = collider;
			if (rend == null && coll == null) throw new System.Exception ("A renderer or a collider should be attached to the GameObject");
			
			MeshFilter filter = GetComponent<MeshFilter>();
			
			if (rend != null && filter == null) throw new System.Exception ("A renderer was attached but no mesh filter");
			
			//Default to renderer
			if (rend != null) {
				bounds = rend.bounds;
			} else {
				bounds = coll.bounds;
			}
			
			_dynamic = dynamic;
			if (_dynamic) {
				dynamicMeshObjs.Add (this);
			} else {
				tree.Insert (this);
			}
		}