05-14-2025, 07:04 PM
The way I would do it:
Have 2 splines. One you author at edit time, this is the spline of your level. Let's call it A. The other is empty, and will be filled at runtime. Let's call it be.
At runtime, your generator should use spline B. Spline B should be filled dynamically with the relevant control points from spline A, meaning CPs that are neighboring your player's position.
With this solution, you don't enable disable CPs from A, but add/remove CPs from B.
Example scene 51_InfiniteTrack does something that might help you. It generated an infinite track it by alternating between multiple generators, each with its own spline. The spline of each generator is updated dynamically.
Have 2 splines. One you author at edit time, this is the spline of your level. Let's call it A. The other is empty, and will be filled at runtime. Let's call it be.
At runtime, your generator should use spline B. Spline B should be filled dynamically with the relevant control points from spline A, meaning CPs that are neighboring your player's position.
With this solution, you don't enable disable CPs from A, but add/remove CPs from B.
Example scene 51_InfiniteTrack does something that might help you. It generated an infinite track it by alternating between multiple generators, each with its own spline. The spline of each generator is updated dynamically.
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Please consider leaving a review for Curvy, this helps immensely. Thank you.
Please consider leaving a review for Curvy, this helps immensely. Thank you.

