Heyo, no worries about the delay haha. Still amazing support.
I'm having trouble locating the assembly definition files (asdf). I actually tried to look into them before coming to you but had trouble locating them.
I know you said the SplineGenerator was pooled in the example, but from what I saw it initialized a set amount of generators based on the segments.
For my project, I decided to attempt the approach of prefabbing the splines and generators.
This way I could set different spline settings for my editor for different pieces. As well as customize how the generation is handled.
Currently I use two prefabs, 1 for the spline itself (with my own wrapper or facade functions), and another that generates pooled generators (also wrapped so I can spawn towers on the nodes).
I plan to use the same generator for most splines, but in cases of something different (like a railroad track) I'll have its generation be different.
Is this a recommended?
And instead of having a pool generators system, would it be just better to make 1 generator handle everything I needed in 1 go? If so, where could I get started to figure this out? I simple want all the control that the standard spots volume provides, just with the ability to set padding between points based off world units.
Currently I have each generator have its SplineInput range set to the points I want (always a segment). Would I still use the entire spline Length when calculating the .5 offset? Or Would I use the segment length.
Edit* Only problem I'm having with my current solution is the error StartCP/EndCP is not a part of the input spline. This is avoided if I set the Spline for the generator and then call Refresh. But it can sometimes pop up if I generate things in the editor, and then try to run the game (due to onValidate calling before)
Is there anything I can do to avoid this?
One possibly way is if I only needed 1 geneartor (with a custom spots), I wouldn't need to spawn the generators in anymore. And i can have 1 prefab with the spline and generator already pre-attached....
(05-04-2023, 09:33 PM)_Aka_ Wrote: It is probably because you are using Curvy Splines with amsdef files. If so, short answer would be: remove the asmdef files in the ToolBuddy folder (recursively). The long answer would be: you need reference your code in the Curvy asmdef. More information here: https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
I'm having trouble locating the assembly definition files (asdf). I actually tried to look into them before coming to you but had trouble locating them.
(05-04-2023, 09:06 PM)_Aka_ Wrote: It is automatically pooled.
I know you said the SplineGenerator was pooled in the example, but from what I saw it initialized a set amount of generators based on the segments.
For my project, I decided to attempt the approach of prefabbing the splines and generators.
This way I could set different spline settings for my editor for different pieces. As well as customize how the generation is handled.
Currently I use two prefabs, 1 for the spline itself (with my own wrapper or facade functions), and another that generates pooled generators (also wrapped so I can spawn towers on the nodes).
I plan to use the same generator for most splines, but in cases of something different (like a railroad track) I'll have its generation be different.
Is this a recommended?
(05-04-2023, 09:33 PM)_Aka_ Wrote: Multiple spline rasterizers is the fastest to implement. If you feel that you might need modifying the logic behind defining where to put objects, then using a custom spot module would be better I believe.
And instead of having a pool generators system, would it be just better to make 1 generator handle everything I needed in 1 go? If so, where could I get started to figure this out? I simple want all the control that the standard spots volume provides, just with the ability to set padding between points based off world units.
(05-04-2023, 09:33 PM)_Aka_ Wrote: I think you should set the Range parameter (of the module that suits you) so that it sets a buffer at the beginning and end. The range is expressed as a relative distance. So if you want your range to start at 0.5u, then your range start value should be 0.5f/yourPathLength. You can access your path's length either via:
Currently I have each generator have its SplineInput range set to the points I want (always a segment). Would I still use the entire spline Length when calculating the .5 offset? Or Would I use the segment length.
Edit* Only problem I'm having with my current solution is the error StartCP/EndCP is not a part of the input spline. This is avoided if I set the Spline for the generator and then call Refresh. But it can sometimes pop up if I generate things in the editor, and then try to run the game (due to onValidate calling before)
Is there anything I can do to avoid this?
One possibly way is if I only needed 1 geneartor (with a custom spots), I wouldn't need to spawn the generators in anymore. And i can have 1 prefab with the spline and generator already pre-attached....