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SplineController Initialization
#7
(12-17-2015, 06:08 PM)Jake Wrote: Using Spline.Refresh() is absolutely right. Can you try to call Spline.SetDirtyAll() before, just to be sure...

If that does not help, it would be great if you can send me a scene or package by mail to jake<at>fluffyunderware<dot>.com

When I call SetDirtyAll() before calling Refresh, the spline is initialized now and the game objects move along the spline. However, the spline no longer resembles the prefab spline that it was created from. It has some crazy, convoluted spline that doesn't look anything like the original. I'll see if I can make a small sample project with the issue.

As I'm creating a test scene, the first thing I noticed is that when I create a Spline object, it automatically creates a _CurvyGlobal_ object in the scene. This object was not in my upgraded project. I don't know what it's purpose is, but I went ahead and added a new spline to my main game scene so that it would create this _CurvyGlobal_ object. However, having this object in the scene didn't help the situation so I'm continuing on to make a scene to demonstrate the issue.
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Messages In This Thread
SplineController Initialization - by magique - 12-12-2015, 07:52 PM
RE: SplineController Initialization - by magique - 12-14-2015, 04:22 PM
RE: SplineController Initialization - by Jake - 12-14-2015, 06:28 PM
RE: SplineController Initialization - by magique - 12-15-2015, 04:39 PM
RE: SplineController Initialization - by magique - 12-16-2015, 11:41 PM
RE: SplineController Initialization - by Jake - 12-17-2015, 06:08 PM
RE: SplineController Initialization - by magique - 12-17-2015, 06:52 PM
RE: SplineController Initialization - by magique - 12-17-2015, 07:46 PM
RE: SplineController Initialization - by Jake - 12-23-2015, 02:04 PM

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