07-29-2019, 12:30 PM
Hi,
From reading this post, I think too that this is due to loss of precision due to the float representation. But it is not because of the floats used in the Position Vector3, but the float used by the controller to represent the progress along the spline. That would explain why moving things closer/further from world origin did not change the issue.
The said float is either between 0 and 1 wen setting Position Mode to Relative, or between 0 and 100km+ when set to Absolute. So could you please set both Move Mode and Position Mode to Relative and tell me if thinks work better?
And about splitting the spline to multiple smaller ones, I am trying to avoid this fix for now, but if it came to that, knowing where you are on the virtual long spline is doable with some simple logic. I will say more about that if we end up needing to subdivide the spline.
Is it possible for you to send me the reproduction scene/scripts? That would help me understand what is going on and what your needs exactly are.
From reading this post, I think too that this is due to loss of precision due to the float representation. But it is not because of the floats used in the Position Vector3, but the float used by the controller to represent the progress along the spline. That would explain why moving things closer/further from world origin did not change the issue.
The said float is either between 0 and 1 wen setting Position Mode to Relative, or between 0 and 100km+ when set to Absolute. So could you please set both Move Mode and Position Mode to Relative and tell me if thinks work better?
And about splitting the spline to multiple smaller ones, I am trying to avoid this fix for now, but if it came to that, knowing where you are on the virtual long spline is doable with some simple logic. I will say more about that if we end up needing to subdivide the spline.
Is it possible for you to send me the reproduction scene/scripts? That would help me understand what is going on and what your needs exactly are.
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