07-20-2020, 08:49 PM
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
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
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