(08-23-2019, 10:09 PM)_Aka_ Wrote: Hi,
I am not familiar with wheel collider, but from reading the documentation I see that it has a steerAngle property. This is what I think you should modify. At each frame, compute the angle between the car's front, and the spline's tangent, and apply that angle to the wheel collider.
Useful API methods:
- CurvySpline.GetTangent
- CurvySpline.GetNearestPointTF
See api.curvyeditor.com for more information
Let me know if you need something else
Have a nice day
Thanks for the response, getting back to this so late because I keep jumping on and off this project for other things, looking at it again just now.
I was looking at the RigidBody example with the controllable ball on a ramp and I was wondering whether you could make any suggestions on how to clamp a RigidBody directly to a spline, if that's the right word for it, while still allowing RigidBody physics to still apply? I've been trying a few things such as based off the RigidBody example but without much luck so far. I'm having some trouble wrapping my head around all the API options as I'm still new to all the maths and the terms that goes into this kind of solution.
Also, just wondering, are there any plans to adapt CurvySpline to ECS? I know it's still pretty early but just wondering if that's been looked into at all yet since it is the (kind of distant) future of Unity.
Thanks again.