08-09-2014, 05:28 PM
The reason is simple: the FollowSpline component doesn't care about rigidbodies. It just sets the object's transform based on the given spline position and speed. Setting the transform of a physics controlled object breaks the physics simulation, so you'll have to either make it kinematic or apply forces.
You may want to skip the whole FollowSpline component and just add the relevant API calls to your physics controller script (the script where you handle input, collisions etc.). It's quite simple to get a spline's values (position, tangent, up-vector) or advance (i.e. move) a position using a certain speed, just simple API calls. See http://docs.fluffyunderware.com/curvy160/api.html for an overview.
For Curvy 2.0 I'll try to setup some more FollowSpline variants, but a custom solution is always better than a multi-use component (total control, less overhead).
Let me know if you need help with the API, but you really should give it a try - it's simple but powerful.
You may want to skip the whole FollowSpline component and just add the relevant API calls to your physics controller script (the script where you handle input, collisions etc.). It's quite simple to get a spline's values (position, tangent, up-vector) or advance (i.e. move) a position using a certain speed, just simple API calls. See http://docs.fluffyunderware.com/curvy160/api.html for an overview.
For Curvy 2.0 I'll try to setup some more FollowSpline variants, but a custom solution is always better than a multi-use component (total control, less overhead).
Let me know if you need help with the API, but you really should give it a try - it's simple but powerful.