12-22-2015, 08:19 PM
With Curvy 1.6 I used the following code to keep my custom rigidbody controller aligned to a spline in the X axis.
However after upgrading to Curvy 2, this code no longer functions as expected. The controller follows the overall shape of the spline, but is not aligned to it i.e. following along on top of the tangents/curve.
I assume that my approach is now outdated in Curvy 2, but i am at a loss as to work out how to upgrade it.
So if anyone has any hints/suggestions, I'd appreciate the assistance.
Code:
Vector3 splinePosition = Spline.Interpolate(TF);
// Bring the player back onto the spline if they drift from it i.e. running round curves etc.
Vector3 offset = new Vector3(transform.position.x - splinePosition.x, 0, 0);
if (offset.sqrMagnitude > 0.001f)
{
transform.position -= offset.normalized * Time.deltaTime;
}
However after upgrading to Curvy 2, this code no longer functions as expected. The controller follows the overall shape of the spline, but is not aligned to it i.e. following along on top of the tangents/curve.
I assume that my approach is now outdated in Curvy 2, but i am at a loss as to work out how to upgrade it.
So if anyone has any hints/suggestions, I'd appreciate the assistance.