09-04-2023, 01:01 PM
(This post was last modified: 09-05-2023, 01:00 PM by velikizlivuk.)
UsingĀ
curvySpline.Flip()
after relative object on Spline position is set, results in this kind of behavior.
Also, converting object position to local space and then doing:
float relativePositionToAttach = curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(generator.transform.InverseTransformPoint(this.gameObject.transform.position), Space.Self));
is the better way
Everything is fine and dandy.
curvySpline.Flip()
after relative object on Spline position is set, results in this kind of behavior.
Also, converting object position to local space and then doing:
float relativePositionToAttach = curvySpline.GetNearestPointTF(curvySpline.GetNearestPoint(generator.transform.InverseTransformPoint(this.gameObject.transform.position), Space.Self));
is the better way
Everything is fine and dandy.