07-16-2020, 06:12 PM
Thanks so much, this is brilliant and working, one question though, is there a way I could show the spline without adding a control point so the player can see what the spline will look like before they click to place the control point? Would I need to add then remove the control point in the Update function continuously to achieve this effect? Or is there a better way that's perhaps less cpu intensive?
For anyone in the future the code to add a train track / road etc in runtime where you click the mouse is below, I just added an empty game object, put a CurvySpline component on it, I used a generator from the train demo that I had edited a bit (make sure the input spline paths are set to the new game object you made) and then add this script to the game object. Now I can make train tracks like in an sim/tycoon type game!
For anyone in the future the code to add a train track / road etc in runtime where you click the mouse is below, I just added an empty game object, put a CurvySpline component on it, I used a generator from the train demo that I had edited a bit (make sure the input spline paths are set to the new game object you made) and then add this script to the game object. Now I can make train tracks like in an sim/tycoon type game!
Code:
using UnityEngine;
using FluffyUnderware.Curvy;
public class TrackMaker : MonoBehaviour
{
public CurvySpline track;
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
track.Add(hit.point);
}
}
}
}