Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Move the Create Mesh of a CurvyGenerator Out of the Main Parent
#2
Hi,
1) The modules are expected to stay under the generator that created them. To export a mesh, there are two actions in the Create Mesh module, "Save to scene" and "Save mesh asset(s)"
https://curvyeditor.com/documentation/ge...e_to_scene
After exporting your mesh, just disable the curvy generator's game object, and do your build. I guess, even though I haven't tested it, you can use some Unity pre-build hook to automate this operation using Curvy's API

2)You can find here more information about those events:
https://api.curvyeditor.com/520/class_fl...7886fbb5a8
OnAfterControlPointChanges does not trigger when a Control Point moves.
OnGlobalCoordinatesChanged is related to the spline's transform, not the CPs' ones.
Unity's Transform.hasChanged will help you achieve what you need. This is what I used to implement CurvySpline.OnGlobalCoordinatesChanged
https://docs.unity3d.com/ScriptReference...anged.html

Please let me know if you still have any questions.
Have a nice day
Please consider leaving a review for Curvy Splines, this helps immensely. Thank you.
Reply


Messages In This Thread
RE: Move the Create Mesh of a CurvyGenerator Out of the Main Parent - by _Aka_ - 07-08-2019, 01:13 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Is there a way to generate UVs along deformed and copied mesh? kubak 1 552 03-18-2026, 08:34 PM
Last Post: _Aka_
  Create Game Object Renaming Options rickgplus 1 1,105 09-23-2025, 09:33 AM
Last Post: _Aka_
  Replace deform mesh on volume spots Kokoriko49 1 2,502 06-09-2025, 06:49 PM
Last Post: _Aka_
  Mesh Generation between two splines vatan 4 3,968 02-14-2025, 07:11 AM
Last Post: vatan

Forum Jump: