08-06-2016, 01:03 PM
(07-04-2016, 11:48 AM)drag_c Wrote: I didn't find how to use negative speed in animated movement. So I changed in CurvyController: line 1155 (getAnimationTF method)
float step = AbsSpeed * Animation.Evaluate(Mathf.Clamp01(mShotTime / TimeScale));
to
float step = Speed * Animation.Evaluate(Mathf.Clamp01(mShotTime / TimeScale));
Is there a better way to achieve this behaviour?
You can change the direction and prevent turning the a controller.
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