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Spline object follow another Object
#2
Hi

Assuming object A is following object B, here is a bit of code (from the top of my head, might not compile) that would keep A 50m behind B:

float bTF = yourSpline.GetNearestTF(B.transform.position, Space.World);
float bDistance = yourSpline.TfToDistance(bTF);
A.transform.position = yourSpline.InterpolateByDistance(bDistance - 50);

You can keep track of bTF or bDistance from the previous frame to distinguish if B is moving forward or backward.
Otherwise, when it comes to ready made components, Spline Controller is the one you will probably need the most.

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Messages In This Thread
RE: Spline object follow another Object - by _Aka_ - 02-02-2022, 04:33 PM

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