Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Root Motion on Spline
#1
Good Afternoon, I'm currently trying to "constrain" my character to a spline, Setting its rotation with
 Vector3 P;                                       
    float carTf = path.GetNearestPointTF(transform.position, out P, Space.World); 
    Quaternion splineOrientation = path.GetOrientationFast(carTf);
    float splineOrientationYaw = splineOrientation.eulerAngles.y;
    transform.eulerAngles = new Vector3(0f, splineOrientationYaw, 0f);


this is going well for the rotation part, although for the movement along the spline, I'm trying to get a normalize length of the spline (0 to 1) depending on the current position of my character, is there a simple way to get this value? 

This is for stopping the player when he gets near the end or beginning of the spline.

Thank you and have a good day, excellent profuct by the way!
Reply


Messages In This Thread
Root Motion on Spline - by puddingchomeur - 01-25-2022, 06:27 PM
RE: Root Motion on Spline - by _Aka_ - 01-26-2022, 10:12 AM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Curvy Line Renderer for UI Spline? gekido 3 6 04-04-2024, 12:56 PM
Last Post: _Aka_
  Get position of all control points for a spline gekido 1 6 03-28-2024, 10:08 PM
Last Post: _Aka_
Bug Changing spline connection in inspector causes splines to revert to defaults lacota 3 6 03-18-2024, 07:55 PM
Last Post: _Aka_
  GO can't fit end of the spline GameDeveloperek4123 3 14 03-04-2024, 11:06 AM
Last Post: _Aka_

Forum Jump: