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Moving object along spline close to player
#1
Wink 
Hi all! 
Apologies if this is a dumb question I'm still relatively new to Unity. I'd like to move a cube along the spline close to the player so it follows the player as they walk around the spline

Trying to basically copy this
https://www.youtube.com/watch?v=6Yb9kWqYbz0&t=130s

Any help would be much appreciated! I tried my best, messing about with the position slider in the default Spline Controller and that seems to move it around the track perfectly like I want but I'm just struggling with the actually moving it towards the player part. Also tried to extend the SplneController class to make my own but I was having a hard time digging through everything to try to figure out how to even move the cube.

Thank you very much!
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#2
Hi
Take a look at the example scene 05_NearestPoint, I believe it does what you are asking for.
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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#3
Wink 
(12-23-2021, 10:33 AM)_Aka_ Wrote: Hi
Take a look at the example scene 05_NearestPoint, I believe it does what you are asking for.
Have a nice day

Thank you very much! I was digging through the example scenes but I somehow missed that one
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#4
(12-23-2021, 10:33 AM)_Aka_ Wrote: Hi
Take a look at the example scene 05_NearestPoint, I believe it does what you are asking for.
Have a nice day

Yay! thank you so much I got it working! Now I just have to figure out the rotation and I'll be good any help or even a nudge in the right direction would be appreciated~
https://imgur.com/a/tT5o2Dt
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#5
You can use CurvySpline.GetOrientationFast
Other usefull methods: GetOrientationUpFast and GetTangentFast. Take a look also on the other similarly named methods

I hope this helped
If and when you feel like it, please leave a review for the asset, that helps a lot.
Have a nice day
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
Reply
#6
(12-24-2021, 10:21 AM)_Aka_ Wrote: You can use CurvySpline.GetOrientationFast
Other usefull methods: GetOrientationUpFast and GetTangentFast. Take a look also on the other similarly named methods

I hope this helped
If and when you feel like it, please leave a review for the asset, that helps a lot.
Have a nice day

Will definitely! Much appreciate the assistance
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#7
Hiya again!

Sorry for the bother but I'm running into a weird issue with GetNextSegment and GetPreviousSegment I'm at the point where I'm trying to get the player attached to the box and I want to rotate them around the ledge by being attached to the box. 

Currently if I use GetPreviousSegment it works fine and my character spins around the box at light speed in the reverse direction, skipping CP0
If I do GetNextSegment however, they make it to CP0 and then it just stalls and the character won't move around anymore.

I tried using GetNextControlPointUsingFollowUp as well but it still got hung up on the same spot

Apologies for the spaghetti code I was planning on cleaning it up much more once I got it actually working haha

Code:
IEnumerator ShuffleLeft(float waitTime){
    var lookPos = transform.position - player.transform.position;
    lookPos.y = 0; //lock
    if (lookPos != Vector3.zero){ //need this to fix an error being spammed
    var rotation = Quaternion.LookRotation(lookPos);
        }
    nearestTF = Spline.GetNearestPointTF(transform.position, Space.World); 
           
    nearestTFSegment =  Spline.TFToSegment(nearestTF);
    CurvySplineSegment nextSegment = Spline.GetPreviousSegment(nearestTFSegment);
    float nextTF = Spline.SegmentToTF(nextSegment);
    Debug.Log(Spline.GetNextControlPoint(nextSegment));

        Quaternion nearestOrientation = Spline.GetOrientationFast(nextTF, false,Space.World);
        transform.rotation = nearestOrientation;
   
        ledgeHitBoxPosition = Spline.Interpolate(nextTF, Space.World);
        transform.position = ledgeHitBoxPosition;
 
    player.transform.position = new Vector3(ledgeHitBoxPosition.x,ledgeHitBoxPosition.y-1.185749f,ledgeHitBoxPosition.z);// moves the player vertically into place
    playerNearestOrientation.Set(player.transform.rotation.x,nearestOrientation.y,player.transform.rotation.z,1);
    lookPos = transform.position - player.transform.position;

            rotation = Quaternion.LookRotation(lookPos);
            player.transform.rotation = Quaternion.Slerp(transform.rotation,rotation,0f);
            player.transform.Rotate(11,-90,-180); //rotation offset
            yield return new WaitForSecondsRealtime(waitTime);
            shuffling = false;
}

--Edit-- nevermind sorry for the bother but I managed to get it working in a very silly way by taking use of the built in spline controller to handle smoothly moving it works now! if you have a better way that i should have done it i still would like to hear tho
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#8
Hi
Glad that you solved the issue.
Spline Controller is the best fit for most use cases where you want an object to follow a spline.
If you have any specific question, and that looking at the documentation and example codes did not answer that question, feel free to ask me about it.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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