06-16-2022, 12:28 PM
Hi
To solve your issue, here is what I would recommand:
Go to DTHanldes.PositionHandle. You will see that it takes the current handle position, and returns the updated handle position (after it has been modified by user input). Those positions are absolute positions, not local to the Control Point (CP). I will come back to this later.
The idea is to modify that method so that it draws handles shorter than what they really are. This method will convert the input position into the "small scale space", then converts the output from the small scale space into the normal position. To do this conversion, you will need the position and rotation of the CP, since the scaling of the handles is to be done in the local space of the CP. Basically:
WorldSpaceHandlePosition = CpPosition + CpRotation * LocalHandlePosition
I hope this helped. Let me know if you need further explanation
Have a nice day
(06-15-2022, 08:41 AM)MichaelH82 Wrote: the hinge joint physics are dependent on the projection size of the orthographic camera, as weird as this may soundWow, Unity does not cease to amaze me
To solve your issue, here is what I would recommand:
Go to DTHanldes.PositionHandle. You will see that it takes the current handle position, and returns the updated handle position (after it has been modified by user input). Those positions are absolute positions, not local to the Control Point (CP). I will come back to this later.
The idea is to modify that method so that it draws handles shorter than what they really are. This method will convert the input position into the "small scale space", then converts the output from the small scale space into the normal position. To do this conversion, you will need the position and rotation of the CP, since the scaling of the handles is to be done in the local space of the CP. Basically:
WorldSpaceHandlePosition = CpPosition + CpRotation * LocalHandlePosition
I hope this helped. Let me know if you need further explanation
Have a nice day
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