Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bezier curve takes multiple frames to resolve
#4
alright... I have found a solution for now... after setting the control point's position and rotation, I SetDirtyAll(), then Refresh(), then make my changes to the bezier handles and it appears that the curve looks right at that point.

I know there is a lot going on under the hood in Curvy and I still do think its the best spline solution out there for Unity, but I have to say that the lack of synchronous behavior in a lot of Curvy is incredibly counter-intuitive. I remember another thread I started here a couple years ago while working on another project (https://forum.curvyeditor.com/thread-372.html). Its very un-Unity-like for the spline to not be ready to use in the first Update... in Unity, any object should be ready to use after Awake and Start.

I'm sure I don't fully appreciate how the system has been engineered, but I think in a future version, there should be an option to force synchronous operation, even if it sacrifices some performance... I think the trade off should be left up to the user.
Reply


Messages In This Thread
RE: Bezier curve takes multiple frames to resolve - by freqout - 03-15-2018, 10:28 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  snap to the curve created by the curvy splines segment points ShiroeYamamoto 3 11 04-02-2024, 02:24 PM
Last Post: _Aka_
  Distance travelled across multiple splines jh092 1 7 02-23-2024, 09:44 AM
Last Post: _Aka_
  Multiple Splines and Generators Performantly for Road System drock 1 6 07-17-2023, 10:31 AM
Last Post: _Aka_
  Can Curve Spline be used for an in game level editor. Lupos 30 71 06-03-2023, 10:58 AM
Last Post: _Aka_

Forum Jump: