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CurvySpline.Interpolate() returns (0,0,0) on first frame
#3
It would be reasonable if all data goes to a single GameObject, otherwise you run into problems due unpredictable initialization order. Multiply that with different magic function order in the editor and connected GameObjects... it's not as simple as it looks at first and I fought a tough and long fight with proper initialization.

To sum it up: at runtime you'll need to wait until the spline is initialized, using yield in Start() and/or a simple if-then in Update(), no way around that. That goes for Controllers and Curvy Generators as well.
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RE: CurvySpline.Interpolate() returns (0,0,0) on first frame - by Jake - 05-07-2016, 07:51 AM

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