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Best practice when Instantiating game object with spline
#1
Hi, I create splines many times using a prefab which is a simple GameObject with a Curvy Spline component. I create it like this:

Code:
splineClone = GameObject.Instantiate(splinePrefab, new Vector3(), Quaternion.identity);

Immediately after this, I grab the spline component and set properties on it, including the actual spline points:

Code:
spline = splineClone.GetComponent<CurvySpline>();
spline.Orientation = CurvyOrientation.Static;
CurvySplineSegment[] cps = spline.Add(pathPoints.ToArray());

However, should I be checking spline.IsInitialized first before fiddling with the spline? In other words, do I need to be waiting for some form of initialisation in the CurvySpline componenrt before I set it's control points, even though it doesn't have any control points to start with?
In addition, should I be calling Refresh after adding the control points or before?

As a general rule of thumb when doing everything via the API, when should I be checking the IsInitialized property and calling Refresh?

Thank you
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Messages In This Thread
Best practice when Instantiating game object with spline - by GenericJoe - 08-21-2020, 12:51 PM

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