04-04-2022, 12:18 PM
Hi
Sorry but I am not familiar with the terminology you used: curvy computer and follower. I am guessing that, in Curvy's terminology, the curvy computer is the curvy spline, and the follower is the spline controller. Am I right?
If so, moving the parent of a curvy spline will inevitably move the spline. This is because the spline and its control points (CPs for short) are simple game objects, which abide by the rules of transforms parenting set in Unity.
If you do need for the spline to be a child of the controller, maybe add a script that will, each frame, move the CPs local position in the opposite way of the movement of the controller, that way the CPs' world position stays the same regardless of the movement of their parent Spline's transform. This solution will make the spline refresh every frame, which will use CPU time, but this is the only solution I see that fits your constraint (the spline being the child of the controller)
Did this help?
Sorry but I am not familiar with the terminology you used: curvy computer and follower. I am guessing that, in Curvy's terminology, the curvy computer is the curvy spline, and the follower is the spline controller. Am I right?
If so, moving the parent of a curvy spline will inevitably move the spline. This is because the spline and its control points (CPs for short) are simple game objects, which abide by the rules of transforms parenting set in Unity.
If you do need for the spline to be a child of the controller, maybe add a script that will, each frame, move the CPs local position in the opposite way of the movement of the controller, that way the CPs' world position stays the same regardless of the movement of their parent Spline's transform. This solution will make the spline refresh every frame, which will use CPU time, but this is the only solution I see that fits your constraint (the spline being the child of the controller)
Did this help?
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