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The difference between MoveBy() and MoveByConnection() is that the latter follows connections if it found matching tags. You should be fine using just MoveBy() and have your splines in a splinegroup that the runner uses (like in the EndlessRunner example). If you're unable to find a suitable spline when the player reaches the end of it's current spline (or splinegroup), check the way you assign/choose the new spline. Perhaps there is a problem with Collider setup and/or spline picking.
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Joined: Oct 2013
(01-13-2014, 11:08 AM)'Jake' Wrote: The difference between MoveBy() and MoveByConnection() is that the latter follows connections if it found matching tags. You should be fine using just MoveBy() and have your splines in a splinegroup that the runner uses (like in the EndlessRunner example). If you're unable to find a suitable spline when the player reaches the end of it's current spline (or splinegroup), check the way you assign/choose the new spline. Perhaps there is a problem with Collider setup and/or spline picking.
There's indeed a problem with finding splines, i've tested MoveBy() and player runs two splines then stops and doesn't find any new spline.
Don't know why.
I'll have a look at colliders.