That fixed it!
I changed it so that the fIncrement is a very small value only for the start & end localF:
This change meant that now "BuildShapeExtrusion.cs" logs this info message "Look rotation viewing vector is zero" when computing pathRotation (line 1002), which I fixed changing this:
to this:
Thank you very much for your help!
Edit: That same "Look rotation viewing vector is zero" is now thrown on other places that try to access the Directions Array, like in "BuildVolumeCaps.cs". I'm just applying the same modification shown above on all of them.
I changed it so that the fIncrement is a very small value only for the start & end localF:
Code:
float fIncrement = (localF == 0f || localF == 1f) ? 0.000001f : 0.01f;This change meant that now "BuildShapeExtrusion.cs" logs this info message "Look rotation viewing vector is zero" when computing pathRotation (line 1002), which I fixed changing this:
Code:
Quaternion pathRotation = Quaternion.LookRotation(
path.Directions.Array[sample],
path.Normals.Array[sample]
);to this:
Code:
Quaternion pathRotation = path.Directions.Array[sample] == Vector3.zero ? Quaternion.identity : Quaternion.LookRotation(
path.Directions.Array[sample],
path.Normals.Array[sample]
);Thank you very much for your help!

Edit: That same "Look rotation viewing vector is zero" is now thrown on other places that try to access the Directions Array, like in "BuildVolumeCaps.cs". I'm just applying the same modification shown above on all of them.

