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12-26-2015, 09:15 PM
(This post was last modified: 12-26-2015, 10:16 PM by Trainzland.)
Hi,
I have connected 2 splines and a spline controller run on it. If the spline controller reach the connection it jumps to the first spline again and ignore the second one.
If I added the
Curvy Default Event Handle as in Demo 03 then Unity totally crash if the SC reach the connection point.
I will post a bug report with example...
(Henry Ford) Each hour more of searching is each hour less of your live time.
Posts: 690
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Joined: Jan 2015
Will be fixed in 2.0.5, until that edit CurvyDefaultEventHandler.cs and replace/update the below method:
Code:
public static void UseFollowUpStatic(CurvySplineMoveEventArgs e)
{
// we need a SplineController as well as a following spline to work with
if (e.Sender is SplineController && e.ControlPoint.FollowUp)
{
var me = e.ControlPoint;
// Follow the connected spline
e.Follow(e.ControlPoint.FollowUp, e.ControlPoint.FollowUpHeading);
// Set the controller to use the new spline
SplineController controller = (SplineController)e.Sender;
controller.Spline = e.Spline;
controller.RelativePosition = e.TF;
// Handle controller events for the new passed ControlPoint
if (me.FollowUp && me.FollowUp.FollowUp!=me)
controller.OnControlPointReached.Invoke(e);
}
}
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01-07-2016, 05:18 PM
(This post was last modified: 01-07-2016, 05:20 PM by Trainzland.)
reports missing function for any reason
(Henry Ford) Each hour more of searching is each hour less of your live time.
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Posts: 51
Threads: 23
Joined: Jun 2014
yep done.. reassign, save, load, message stay
(Henry Ford) Each hour more of searching is each hour less of your live time.
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hi got lot of crash on start
the curve is not refresh inplay
have try refresh manuel
public FluffyUnderware.Curvy.Generator.CurvyGenerator gg;
public CurvySpline mSpline;
// Use this for initialization
IEnumerator Start () {
yield return new WaitForSeconds(0.1f);
mSpline.Refresh();
gg.Refresh ();
Posts: 51
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Joined: Jun 2014
01-21-2016, 12:25 AM
(This post was last modified: 01-21-2016, 12:35 AM by Trainzland.)
I think that works different:
Code:
IEnumerator WaitForSplineInitialized(CurvySpline Spline) {
if (Spline) {
// Wait until the spline is fully intialized before accessing it:
while (!Spline.IsInitialized)
yield return null;
}
}
(Henry Ford) Each hour more of searching is each hour less of your live time.