11-19-2018, 02:12 PM
Hi,
There is a class called ConnectedControlPointsSelector. You inherit from this class, and override its unique abstract method. Here is an example:
This example selector always chooses the last control point in the list of connected control points.
Then, you create an object in your scene having the Example script attached to it.
Finally, in your controller's inspector, you set "At connection, use" to "Custom", and then select the object created earlier in the field "Custom Selector"
Please let me know if you still have any question.
Have a nice day
There is a class called ConnectedControlPointsSelector. You inherit from this class, and override its unique abstract method. Here is an example:
Code:
using System.Linq;
using UnityEngine;
class Example : ConnectedControlPointsSelector
{
public override CurvySplineSegment SelectConnectedControlPoint(SplineController caller, CurvyConnection connection, CurvySplineSegment currentControlPoint)
{
return connection.ControlPointsList.Last();
}
}
This example selector always chooses the last control point in the list of connected control points.
Then, you create an object in your scene having the Example script attached to it.
Finally, in your controller's inspector, you set "At connection, use" to "Custom", and then select the object created earlier in the field "Custom Selector"
Please let me know if you still have any question.
Have a nice day
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