Hi, right now I'm trying to implement the feature to allow "SpineController" switch between 2 "CurvySpline"
problem was the timing should define by the NPC itself.
so the connection wasn't predefined on scene yet, how can I achieve that feature ?
it's my first time try to use this plugin, but I do have some experience on bezier curve.
here is the project I'm working on the yellow gizmos line appear on scene was the feature I'm talking about.
any idea where should I start ?
the logic in video as follow.
problem was the timing should define by the NPC itself.
so the connection wasn't predefined on scene yet, how can I achieve that feature ?
it's my first time try to use this plugin, but I do have some experience on bezier curve.
here is the project I'm working on the yellow gizmos line appear on scene was the feature I'm talking about.
any idea where should I start ?
the logic in video as follow.
- Assume we got 2 CurvySpline A & B
- Get ship current position & rotation on Curve A.
- project direction vector based on ship's velocity & heading, and use that point as reference to locate the closest point on Curve B.
similar to CurvySpline.GetNearestPointTF()
- Generate tangent via subdividing. (Not sure how to do that in Curvy)
- Travel on temporary path until reaching 100%, switch to Curve B. (Not sure how to do that in Curvy)