Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Strange differences between editor and build
#2
Hi,
Is your spline building logic access the CPs via their name? In that case, the difference of naming between the editor and the build would explain your issue. Still in that case, you should access CPs via their index (spline.ControlPointsList[index]) and not via their name.
When running in the editor, Curvy Splines does some operations related only to the editor, like handling undoing. Such operations are skipped when the game is running in a build. This is done by putting them in a code section compiled only when in the editor, by using #if UNITY_EDITOR
Part of those operations is to rename the cps nicely (CP0001, CP0002, ...)
Did this helped you fix the issue?
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply


Messages In This Thread
RE: Strange differences between editor and build - by _Aka_ - 07-20-2020, 08:49 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Curvy Splines Built In Editor Undo causes issues. Lupos 1 9 10-02-2023, 08:52 AM
Last Post: _Aka_
  Invisible generated meshes in build itsGama 5 10 06-08-2023, 11:53 AM
Last Post: _Aka_
  Can Curve Spline be used for an in game level editor. Lupos 30 71 06-03-2023, 10:58 AM
Last Post: _Aka_
Brick Extending Curvy to make a Hallway editor. JacobSL 5 396 02-13-2023, 09:29 AM
Last Post: _Aka_

Forum Jump: