02-01-2017, 08:01 PM
Ok, some more details. Unfortunately I don't have Unity at hand now, but we give it a try:
Create a custom controller, override UserAfterInit() and bind a method to the OnControlPointReached event. In this method, you'll get access to the spline segment (e.ControlPoint). The segment's length is simply e.ControlPoint.Length.
Feed the controller's TimeScale property with the duration you want the animation to take and Speed with the distance you want to move in a single animation shot (be sure to use Distance in the controller settings).
That should do the trick.
Create a custom controller, override UserAfterInit() and bind a method to the OnControlPointReached event. In this method, you'll get access to the spline segment (e.ControlPoint). The segment's length is simply e.ControlPoint.Length.
Feed the controller's TimeScale property with the duration you want the animation to take and Speed with the distance you want to move in a single animation shot (be sure to use Distance in the controller settings).
That should do the trick.