01-16-2020, 01:56 AM
Hello,
Calling CurvySpline.Refresh before CurvySpline.Length fixed it. Thanks.
Here is more info in case still needed.
The spline was inside prefab referenced by scene pool, during one function:
- instance got created by pool, taken from it
- CurvySpline.Length was used to put objects evenly along the spline
Calling CurvySpline.Refresh before CurvySpline.Length fixed it. Thanks.
Here is more info in case still needed.
The spline was inside prefab referenced by scene pool, during one function:
- instance got created by pool, taken from it
- CurvySpline.Length was used to put objects evenly along the spline