09-03-2023, 05:50 PM
(This post was last modified: 09-03-2023, 05:51 PM by velikizlivuk.)
When Spline is located around world vector3.zero this:
curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(this.gameObject.transform.position, Space.Self))
does return Relative position correctly (slightly larger than 0).
But, if Spline/Generator is located for instance at:
Vector3 (-2000, 50, -100)
it returns 1 despite the fact that it should be closer to 0.
curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(this.gameObject.transform.position, Space.World)) - this does the same.
curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(this.gameObject.transform.position, Space.Self))
does return Relative position correctly (slightly larger than 0).
But, if Spline/Generator is located for instance at:
Vector3 (-2000, 50, -100)
it returns 1 despite the fact that it should be closer to 0.
curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(this.gameObject.transform.position, Space.World)) - this does the same.