Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Collision along spline
#6
The reason is simple: the FollowSpline component doesn't care about rigidbodies. It just sets the object's transform based on the given spline position and speed. Setting the transform of a physics controlled object breaks the physics simulation, so you'll have to either make it kinematic or apply forces.

You may want to skip the whole FollowSpline component and just add the relevant API calls to your physics controller script (the script where you handle input, collisions etc.). It's quite simple to get a spline's values (position, tangent, up-vector) or advance (i.e. move) a position using a certain speed, just simple API calls. See http://docs.fluffyunderware.com/curvy160/api.html for an overview.

For Curvy 2.0 I'll try to setup some more FollowSpline variants, but a custom solution is always better than a multi-use component (total control, less overhead).

Let me know if you need help with the API, but you really should give it a try - it's simple but powerful.
 
Reply


Messages In This Thread
Collision along spline - by Keladinus - 08-05-2014, 06:58 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Best way to duplicate a spline with an offset Kapistijn 8 1,297 04-12-2026, 03:18 PM
Last Post: _Aka_
Smile Constant speed along a spline? tfishell 1 644 11-13-2025, 11:32 AM
Last Post: _Aka_
  SplineController Ignores Follow-Up and Chooses Wrong Spline Josenildo 7 4,432 07-29-2025, 09:15 PM
Last Post: _Aka_
  Curvy Line Renderer for UI Spline? gekido 7 6,164 07-13-2025, 07:11 PM
Last Post: _Aka_

Forum Jump: