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LODs
#7
I understand, thanks for the insights! If you don't mind I have further questions, if you want me to open seperare threads, let me know!

Is it possible to have one controller which moves through the spline while having another controller which is linked to the main controller and being "pulled" by it? I know the train example scenes but if I understand trains correctly then for example at a curve the train has to have different wheel speeds at front and rear axis else the train wouldn't be able to maintain the same length and break apart, which would mean that I can't just use two SplineControllers with the same speed. Is it possible to replicate this behaviour without physics using controllers?

Also a little feature request: After using SplineController.TeleportBy I want to know the MovementDirection of the controller after the teleport and not have it changed backed to the original one. It's at CurvyGenerator.cs line 1027 in my version, I have commented it out for now on my computer, but could you maybe add an optional flag which specifies whether the MovementDirection should be retained or reset?

Thank you!
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Messages In This Thread
LODs - by digot - 03-20-2021, 07:41 PM
RE: LODs - by _Aka_ - 03-21-2021, 07:06 PM
RE: LODs - by digot - 03-21-2021, 07:59 PM
RE: LODs - by _Aka_ - 03-22-2021, 09:19 AM
RE: LODs - by digot - 03-22-2021, 01:21 PM
RE: LODs - by _Aka_ - 03-22-2021, 05:27 PM
RE: LODs - by digot - 03-23-2021, 02:59 PM
RE: LODs - by _Aka_ - 03-26-2021, 08:35 PM
RE: LODs - by _Aka_ - 03-25-2021, 05:28 PM
RE: LODs - by digot - 03-28-2021, 03:52 AM
RE: LODs - by _Aka_ - 03-29-2021, 09:20 AM
RE: LODs - by digot - 04-04-2021, 01:49 AM

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