04-25-2021, 11:12 AM
Hi
Glad to know that you like it.
Updating splines at runtime can be time consuming. First, do some profiling. If the performance impact is significant, then the best scenario is probably to build the spline once, and then use its cache (that you can get via the CurvySpline.GetApproximation method. Warning, every call will allocate an array of vectors) to gradually build the visible entity, either via materials/shaders, or via mesh modification. The graphics part is not my forte, so I can't advise you much on this part.
I hope this helped
Glad to know that you like it.
Updating splines at runtime can be time consuming. First, do some profiling. If the performance impact is significant, then the best scenario is probably to build the spline once, and then use its cache (that you can get via the CurvySpline.GetApproximation method. Warning, every call will allocate an array of vectors) to gradually build the visible entity, either via materials/shaders, or via mesh modification. The graphics part is not my forte, so I can't advise you much on this part.
I hope this helped
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