For others ... took a while, but I figure this out too. You create a Generator in the editor and put all your shapes into the editor. Then create an attribute:
public InputSplineShape[] Roads;
That has a reference to each of the shapes you created in the ditor.
During runtime, after you've constructed the generator, you copy the appropriate shape to the generator for the shape of the road.
var GENERATOR = CurvyGenerator.Create();
var SHAPE = Roads[0].CopyTo(GENERATOR);
As for the materials, simply assign it to the volume:
var VOLUME = GENERATOR.AddModule<BuildVolumeMesh>();
VOLUME.SetMaterial(0,RoadMaterials[0]);
Jake, any other comments/suggestions?
public InputSplineShape[] Roads;
That has a reference to each of the shapes you created in the ditor.
During runtime, after you've constructed the generator, you copy the appropriate shape to the generator for the shape of the road.
var GENERATOR = CurvyGenerator.Create();
var SHAPE = Roads[0].CopyTo(GENERATOR);
As for the materials, simply assign it to the volume:
var VOLUME = GENERATOR.AddModule<BuildVolumeMesh>();
VOLUME.SetMaterial(0,RoadMaterials[0]);
Jake, any other comments/suggestions?