07-19-2018, 08:09 PM
Hi,
The Animate function was removed because it was too complicated and not powerful enough compared to other solutions that can now be used with Curvy (like Unity's Animations).
I think that this is for the good of both old and new users, but unfortunately this means that old users need to modify there setup to be compatible with the new way. In your case, you can either:
- have your code modify the controller's Position property
- or if you are tied to AnimationCurves, have your controller's speed set to 0, and have another script that reads the AnimationCurve on each frame, and apply the read value on the controller's Position property.
Is my explanation clear enough? Please let me know if you need any additional help.
The Animate function was removed because it was too complicated and not powerful enough compared to other solutions that can now be used with Curvy (like Unity's Animations).
I think that this is for the good of both old and new users, but unfortunately this means that old users need to modify there setup to be compatible with the new way. In your case, you can either:
- have your code modify the controller's Position property
- or if you are tied to AnimationCurves, have your controller's speed set to 0, and have another script that reads the AnimationCurve on each frame, and apply the read value on the controller's Position property.
Is my explanation clear enough? Please let me know if you need any additional help.
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