05-01-2023, 11:16 AM
Hi
TL;DR:
Add this script to your module:
The issue is that the animator seems to not call Unity's OnValidate when changing the value of a property. OnValidate is where the module gets dirty, meaning that the module is marked as needing to trigger a refresh of the generator. So no OnValidate -> no dirtying -> no refreshing.
The script provided will artificially dirty the module at every update. Disable the script if you are not animating the module, since that will lead to unnecessary updates generator.
You can use a similar that will dirty the whole generator (CurvyGenerator.Dirty) instead of a single module.
Did this help?
If and when you feel like it, please leave a review for the asset, that helps a lot
Have a nice day
TL;DR:
Add this script to your module:
Code:
using FluffyUnderware.Curvy.Generator;
using UnityEngine;
public class Dirtier : MonoBehaviour
{
void Update() =>
GetComponent<CGModule>().Dirty = true;
}
The issue is that the animator seems to not call Unity's OnValidate when changing the value of a property. OnValidate is where the module gets dirty, meaning that the module is marked as needing to trigger a refresh of the generator. So no OnValidate -> no dirtying -> no refreshing.
The script provided will artificially dirty the module at every update. Disable the script if you are not animating the module, since that will lead to unnecessary updates generator.
You can use a similar that will dirty the whole generator (CurvyGenerator.Dirty) instead of a single module.
Did this help?
If and when you feel like it, please leave a review for the asset, that helps a lot
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.