03-15-2018, 10:28 PM
alright... I have found a solution for now... after setting the control point's position and rotation, I SetDirtyAll(), then Refresh(), then make my changes to the bezier handles and it appears that the curve looks right at that point.
I know there is a lot going on under the hood in Curvy and I still do think its the best spline solution out there for Unity, but I have to say that the lack of synchronous behavior in a lot of Curvy is incredibly counter-intuitive. I remember another thread I started here a couple years ago while working on another project (https://forum.curvyeditor.com/thread-372.html). Its very un-Unity-like for the spline to not be ready to use in the first Update... in Unity, any object should be ready to use after Awake and Start.
I'm sure I don't fully appreciate how the system has been engineered, but I think in a future version, there should be an option to force synchronous operation, even if it sacrifices some performance... I think the trade off should be left up to the user.
I know there is a lot going on under the hood in Curvy and I still do think its the best spline solution out there for Unity, but I have to say that the lack of synchronous behavior in a lot of Curvy is incredibly counter-intuitive. I remember another thread I started here a couple years ago while working on another project (https://forum.curvyeditor.com/thread-372.html). Its very un-Unity-like for the spline to not be ready to use in the first Update... in Unity, any object should be ready to use after Awake and Start.
I'm sure I don't fully appreciate how the system has been engineered, but I think in a future version, there should be an option to force synchronous operation, even if it sacrifices some performance... I think the trade off should be left up to the user.