04-14-2025, 11:23 AM
(This post was last modified: 04-14-2025, 12:42 PM by richardzzzarnold.)
Hi thanks for your response.
It seems that the issue I have located was my own fault, being that I had slightly modifed the E12_TrainManager.cs script to have variable speed ( including negative ( reverse ) ) controlled from a UI slider, which it turns out CurvySplines does not like. And I mean it REALLY doesnt seem to like variable speed for some reason. I have been attempting to modify the E12_TrainManager and E12_TrainCarManager script to accept this but have been unable to achieve a solution, even with assistance from ChatGPT. Any idea if there is a simple way I can achieve this result, that I am overlooking? I am trying to implement a UI slider than modifies the TrainManager.speed and that can go negative, but am getting all sort of adverse results, including jitter, teleportation to the ends of splines and such. Putting speed and positional changes in an update function seems to ruin its capacity to transfer to another spline for some reason.
It seems that the issue I have located was my own fault, being that I had slightly modifed the E12_TrainManager.cs script to have variable speed ( including negative ( reverse ) ) controlled from a UI slider, which it turns out CurvySplines does not like. And I mean it REALLY doesnt seem to like variable speed for some reason. I have been attempting to modify the E12_TrainManager and E12_TrainCarManager script to accept this but have been unable to achieve a solution, even with assistance from ChatGPT. Any idea if there is a simple way I can achieve this result, that I am overlooking? I am trying to implement a UI slider than modifies the TrainManager.speed and that can go negative, but am getting all sort of adverse results, including jitter, teleportation to the ends of splines and such. Putting speed and positional changes in an update function seems to ruin its capacity to transfer to another spline for some reason.

