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SplineController Ignores Follow-Up and Chooses Wrong Spline
#6
Hi,

The “Follow Up Otherwise Random” predefined value you have been using until now, or any other predefined value, is static, meaning that the car applies the same logic to every connection it encounters. This approach does not scale well when needing different complex behaviors depending on each connection ,which is what you already have or may have in the future.

The solution I am thinking of will make each connection define its main spline, meaning the spline on which the car should remain if it is already on it, or the spline to which the car should switch if it is currently on a different one. This information will then be used by the car to determine whether it should change splines or stay on the same one.

In technical terms, this means
  • Find a way to define which spline is the main one. This can be dynamically defined (for example the closed spline is always the main one, assuming their ins only one closed spline per connection), or statically using a custom control point meta data to store the main spline information. See E12_MDJunctionControl.cs for an example, used in example scene 12.
  • Set the connection to Custom, and make it use a custom connection logic implemented in a subclass ConnectedControlPointsSelector. See the this documentation to learn more: https://curvyeditor.com/documentation/co...s_handling

I hope this was clear.

Have a nice day.
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Messages In This Thread
RE: SplineController Ignores Follow-Up and Chooses Wrong Spline - by _Aka_ - 07-28-2025, 11:07 AM

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