03-01-2020, 05:03 PM
1) I don't see why they should be the same: there are different values for different independent features. In your game you want them to be the same, and the API allows for it, but I don't see why it should be the same for all the other users.
So, first, read this if it is not already the case, so you understand what is difference between TF (which represents a mathematical notion behind splines) and distance (which is the notion that most people think with): https://curvyeditor.com/documentation/splines/start?s[]=tf#units
then, here is the code you want:
yourShapeExtrusion.From = yourController.AbsolutePosition / yourController.Spline.Length;
I did not compile this code, so it might have a minor typo
2)That's a restriction coming from Unity's side. If I find a workaround around it I will include it the next update
So, first, read this if it is not already the case, so you understand what is difference between TF (which represents a mathematical notion behind splines) and distance (which is the notion that most people think with): https://curvyeditor.com/documentation/splines/start?s[]=tf#units
then, here is the code you want:
yourShapeExtrusion.From = yourController.AbsolutePosition / yourController.Spline.Length;
I did not compile this code, so it might have a minor typo
2)That's a restriction coming from Unity's side. If I find a workaround around it I will include it the next update
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.