06-15-2022, 08:41 AM
Hi,
I have an UI Canvas rendering into Camera, where Camera is orthographic projection with size 1 + CurvyUISpline + Control Points with manual handles.
Problem: The handles need to be very far far (read: not useable) away from the control point to change the bezier curvature. If they are "normally" close (useable), they do way to little effect to the curvature. To be able to edit the tangents in an useable way, I would need to change the projection size to e.g. 100. But I cannot do that because of the way how Unity's 2D physics work (e.g. the hinge joint physics are dependent on the projection size of the orthographic camera, as weird as this may sound; 100 projection size completely breaks hinge joint physics like with a rope). So, I must use a small orthographic projection size around 1-5. But with this, the splines' tangents are not useable.. loop..
Any idea how to fix this? A line of code to respect the cameras' orthographic size in calculating the curvatures' strength?
I have an UI Canvas rendering into Camera, where Camera is orthographic projection with size 1 + CurvyUISpline + Control Points with manual handles.
Problem: The handles need to be very far far (read: not useable) away from the control point to change the bezier curvature. If they are "normally" close (useable), they do way to little effect to the curvature. To be able to edit the tangents in an useable way, I would need to change the projection size to e.g. 100. But I cannot do that because of the way how Unity's 2D physics work (e.g. the hinge joint physics are dependent on the projection size of the orthographic camera, as weird as this may sound; 100 projection size completely breaks hinge joint physics like with a rope). So, I must use a small orthographic projection size around 1-5. But with this, the splines' tangents are not useable.. loop..
Any idea how to fix this? A line of code to respect the cameras' orthographic size in calculating the curvatures' strength?