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Time based movement
#1
In the tutorial video describing the differences between Absolute and Relative movement using the SplineController, it's mentioned that there's a 3rd way to control motion with time, and that there are dedicated functions to do that. Could you please point out those api functions? As a new user, I'm having trouble finding them or the documentation of how to implement time-based movement, which is the approach I'd like to use.

Thanks!
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#2
Hi,
I don't see which part of the tutorials you are refering to, but I guess the referenced API methods are CurvySpline's interpolation methods. You can use these methods to compute a moving object's position on a spline without using a SplineController.
What part of the tutorials were you referring to?
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#3
Those interpolation methods are probably what I need. Thanks for pointing them out. The reference was at the 2:30 mark in Tutorial #2. On rewatching, it refers to functions about using spline distance rather than time, which I guess is all I need.

The reason I'm asking is I will need precise control over WHEN a gameobject traveling along a spline arrives at a specific point of that spline. So I will be working backwards to determine the speed, unless there's already a function or controller that does that.

Thanks!
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#4
(07-17-2018, 10:55 PM)Livealot Wrote: Those interpolation methods are probably what I need. Thanks for pointing them out. The reference was at the 2:30 mark in Tutorial #2. On rewatching, it refers to functions about using spline distance rather than time, which I guess is all I need.

The reason I'm asking is I will need precise control over WHEN a gameobject traveling along a spline arrives at a specific point of that spline. So I will be working backwards to determine the speed, unless there's already a function or controller that does that.

Thanks!

You can either use the InterpolateByDistance method, or use a Spline Controller only to set it's Absolute Position, instead of setting its speed, which is a bit overkill.
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