http://www.gamedev.net/topic/678234-wip-unistyle-a-css-inspired-system-for-unity3d-gui-styling/
using UnityEngine; using System.Collections; using ProceduralToolkit; using System.Collections.Generic; public class Fibo_Rider : MonoBehaviour { public GameObject preFab; public ArgosMeshDraft_Fibonacci AMD_Base; List<GameObject> gO_List = new List<GameObject>(); public int iSpwanLoc = 205; public int iDelt = 8; public float pathTime = 10f; public int numPoints = 10; void Start () { } public void onButtonDown() { Quaternion q; GameObject gO; GameObject gFibSphere = GameObject.Find("Fibonacci_Sphere"); ArgosFibonacci aF = gFibSphere.GetComponent<ArgosFibonacci>(); AMD_Base = aF.aMF_Base; q = Quaternion.LookRotation(AMD_Base.funcVerts[iSpwanLoc].vPos.normalized); gO = (GameObject)Instantiate(preFab, AMD_Base.funcVerts[iSpwanLoc].vPos, q); gO_List.Add(gO); List<Vector3> toVList = new List<Vector3>(); int loc = iSpwanLoc; for (int i = 0; i<numPoints; i++) { toVList.Add(AMD_Base.funcVerts[loc].vPos); loc += iDelt; } iTween.MoveTo(gO, iTween.Hash("path", toVList.ToArray(), "time", pathTime, "orienttopath", true, "looktime", .6, "easetype", "easeInOutSine", "oncomplete", "complete")); } // Update is called once per frame void Update () { } }