Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Question regarding Spline Generated Path
#7
(06-30-2020, 03:39 PM)_Aka_ Wrote: CG Volume Controller, as all controllers, can have their behavior summarize to: updates the object's transform every frame. The moment it updates the transform depends on how you configure it (can be in Update, LateUpdate or FixedUpdate).
So controllers don't disable or stop the physics from running, but potentially override (depending on order of execution) the transform's update done by physics. You just have to test what runs first in your project (adding logs is helpful) and come up with a solution accordingly (changing order of execution, changing the updating method used by the controller, disabling the controller at the right time, ....)
To not be overwhelmed, you can start testing with a simple script instead of a controller, for example a script that each frame override's makes a object move in a circle.
I hope this helped

I think I'm going to use my own follow script for now, this seems overly complicated for me. 

So I have a generated a bunch of gameobjects to act was waypoints. How I can get these waypoints gameobjects as an array or list via script? 
specifically the exact line of code would be very helpful with the necessary reference.
Reply


Messages In This Thread
RE: Question regarding Spline Generated Path - by linkinballzpokemon - 06-30-2020, 09:30 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
  Rasterized Path Range issue proton 5 20 Yesterday, 12:24 PM
Last Post: _Aka_
  Incorrect mesh alignment after extrusion on curved path Thinkurvy 10 21 04-17-2024, 10:57 AM
Last Post: _Aka_
  Curvy Line Renderer for UI Spline? gekido 3 6 04-04-2024, 12:56 PM
Last Post: _Aka_
  Get position of all control points for a spline gekido 1 6 03-28-2024, 10:08 PM
Last Post: _Aka_

Forum Jump: