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curvy at small scale?
#13
I see two solutions, while waiting for the next Curvy update to be released (which will solve this issue). The solution A is clearly the simplest one:
  • Solution A - Modify Curvy's code to use a hardcoded value for MaxCachePPU: to do so, replace the only occurrence of "CurvyGlobalManager.MaxCachePPU" in Curvy\Base\CG\CGUtility.cs and in Curvy\Base\CurvySpline.cs with you hard-coded value (30 for example).
  • Solution B - Make your application set the right value of Curvy_MaxCachePPU in the player preferenes file: based on this https://docs.unity3d.com/ScriptReference...Prefs.html, the player preferences in iOS are stored in /Library/Preferences/[bundle identifier].plist . I don't have any experience developing iOS applications, so I really don't know how difficult it is to implement this solution.
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Messages In This Thread
curvy at small scale? - by hawken - 02-06-2018, 09:30 AM
RE: curvy at small scale? - by _Aka_ - 02-06-2018, 12:13 PM
RE: curvy at small scale? - by hawken - 02-07-2018, 11:51 AM
RE: curvy at small scale? - by _Aka_ - 02-07-2018, 02:25 PM
RE: curvy at small scale? - by hawken - 02-08-2018, 10:27 AM
RE: curvy at small scale? - by _Aka_ - 02-08-2018, 01:36 PM
RE: curvy at small scale? - by hawken - 02-09-2018, 03:18 AM
RE: curvy at small scale? - by hawken - 02-12-2018, 08:16 AM
RE: curvy at small scale? - by _Aka_ - 02-12-2018, 12:04 PM
RE: curvy at small scale? - by _Aka_ - 02-09-2018, 02:39 PM
RE: curvy at small scale? - by hawken - 02-10-2018, 06:04 AM
RE: curvy at small scale? - by hawken - 02-13-2018, 09:33 AM
RE: curvy at small scale? - by _Aka_ - 02-13-2018, 11:18 PM
RE: curvy at small scale? - by hawken - 02-14-2018, 03:09 AM

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