06-13-2022, 01:14 PM
Hello,
I am building an infinite runner and using the samples I have built a nice track that produces spline segments and the game runs well, however
I want to be able to delete spline segments at the start of the spline as the infinite runner progresses to reduce memory consumption as we'll
never be heading back to that location.
My problem is when I delete spline segments even far away, sometimes there's a small UV shake/regeneration of UV's /mesh and this is quite visibly annoying
when running.
What I've tried so far is that segments that are quite far away to avoid the mesh changing but the UV's still change at times.
Was wondering if it's possible to delete a CurvySplineSegment at the start of a CurvySpline without the UV's shaking/changing.
This issue is not there when I called the InsertAfter method and add a CurvySplineSegment
Any help would be much appreciated
Thank you
I am building an infinite runner and using the samples I have built a nice track that produces spline segments and the game runs well, however
I want to be able to delete spline segments at the start of the spline as the infinite runner progresses to reduce memory consumption as we'll
never be heading back to that location.
My problem is when I delete spline segments even far away, sometimes there's a small UV shake/regeneration of UV's /mesh and this is quite visibly annoying
when running.
What I've tried so far is that segments that are quite far away to avoid the mesh changing but the UV's still change at times.
Was wondering if it's possible to delete a CurvySplineSegment at the start of a CurvySpline without the UV's shaking/changing.
This issue is not there when I called the InsertAfter method and add a CurvySplineSegment
Any help would be much appreciated
Thank you