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Creating splines at run time
#3
Thanks so much, this is brilliant and working, one question though, is there a way I could show the spline without adding a control point so the player can see what the spline will look like before they click to place the control point? Would I need to add then remove the control point in the Update function continuously to achieve this effect? Or is there a better way that's perhaps less cpu intensive?

For anyone in the future the code to add a train track / road etc in runtime where you click the mouse is below, I just added an empty game object, put a CurvySpline component on it, I used a generator from the train demo that I had edited a bit (make sure the input spline paths are set to the new game object you made) and then add this script to the game object. Now I can make train tracks like in an sim/tycoon type game!

Code:
using UnityEngine;
using FluffyUnderware.Curvy;

public class TrackMaker : MonoBehaviour
{
    public CurvySpline track;

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit))
            {
                track.Add(hit.point);
            }
        }
    }
}
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Messages In This Thread
Creating splines at run time - by jamesunity - 07-16-2020, 08:35 AM
RE: Creating splines at run time - by _Aka_ - 07-16-2020, 10:47 AM
RE: Creating splines at run time - by jamesunity - 07-16-2020, 06:12 PM
RE: Creating splines at run time - by _Aka_ - 07-16-2020, 06:54 PM
RE: Creating splines at run time - by jamesunity - 07-16-2020, 07:40 PM
RE: Creating splines at run time - by _Aka_ - 07-16-2020, 08:02 PM
RE: Creating splines at run time - by jamesunity - 07-17-2020, 10:17 PM

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