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[Runtime] ClonePath + CurySpline refresh problems
#6
I am experiencing the same issue but with SplinePathMeshBuilder. I am generating both the spline and SplinePathMeshBuilder mesh at runtime.

I have tried AutoRefresh on and off, .Refresh(), .RefreshImmediately(), and a number of combinations.

I am just using 2 point splines in my game. The only way to get the mesh to correctly follow the spline is to select the second (last) control point in the Unity Hierarchy list, and then click the Refresh button in the SplinePathMeshBuilder editor interface.

If I just click the first control point and then click refresh, the mesh does not refresh.

 

Okay, a bit more investigating has revealed that CurvySpline is at fault, not SplinePathMeshBuilder.

I removed SplinePathMeshBuilder from my code, just leaving CurvySpline (the actual spline), and I can see the same issue happening with the red spline.

p.s. Can an admin please rename this topic to something shorter? When replying it complains about the topic length, I assume because the forum software did not take the "RE: " prefix into account when limiting the input box length. I can click "Preview Post" and shorten the topic to get around the issue, but it's still a pain.
 
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