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 ()
{
}
}

















