01-13-2014, 08:53 AM
Quote:As I said, i use the EndlessRunnerPlayer, modified with my needs :You didn't say that before, did you?
And you're using MoveByConnection in your modified version:
Code:
// advance on lane. We use PingPong clamping to detect when we reach the end of a spline (in that case dir changes!)
Vector3 newPosOnSpline = Spline.MoveByConnection(ref Spline, ref TF, ref dir, Speed * Time.deltaTime, CurvyClamping.PingPong, 0, tags);
As you said, you're not using any tags, so you best should avoid using MoveByConnection and use MoveBy() instead (as in the original EndlessRunnerPlayer.cs). This should avoid the problematic code completely.
Jake