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Keep Initial Rotation and Apply Position Shift
#1
I had an object generated by 3ds Max, when I put it in the scene, it need some rotation to get it right in the scene.
However, when I started the SplineWalkerCon I lost those initial values:
I changed line (107) in SplineWalkerCon:
 transform.rotation = Spline.GetOrientationFast(mTF) * initialRotation;
to use the initial rotation which I copied it in the Start() from the transform object.

I did something similar on lines (95, 102) for position:
                mTransform.position += positionShift;

I wanted to have my object walking above the Spline. Did I do something unnecessary (did Curvy already have such a feature?) and is this performant or you guys would consider adding it to script in a better way?

Thanks for the tool, made my life 1000x easier.
 
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#2
The easiest way to apply any offset is to make your object a child of the GameObject that has the Walker attached and offset the child.
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#3
(04-24-2014, 06:47 AM)'Jake' Wrote: The easiest way to apply any offset is to make your object a child of the GameObject that has the Walker attached and offset the child.


 

Stupid me. Sure, that goes for the rotation as well. It worked thanks.

 

 
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