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[Runtime] ClonePath + CurySpline refresh problems
#7
(01-15-2014, 12:31 PM)'Marty' Wrote: I am just using 2 point splines in my game. The only way to get the mesh to correctly follow the spline is to select the second (last) control point in the Unity Hierarchy list, and then click the Refresh button in the SplinePathMeshBuilder editor interface. 
Just to clarify: With "follow the spline" you mean that you're moving the CPs (e.g. by setting the transform's position) by code, right?



 
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