01-03-2023, 11:28 PM
Hello,
I'm using curvy to allow construction of in-game roads over terrains. I was wondering your suggestion for best approach to the Curvy Generator. (I'm very comfortable with API access and run-time creation of game object hierarchies.)
Specifically, each road will need to have a curvy generator that is basically the same. 1 road = 1 spline, yes they will be able to connect in many ways.
Should I have a curvy generator prefab that is set up with everything I need (conform path, correct shape extrusion for the roads, etc.) and just GameObject.Instanciate that prefab when I have a spline I want to "turn into" a road?
If that isn't the best way to do it, what would you suggest?
Thanks!
I'm using curvy to allow construction of in-game roads over terrains. I was wondering your suggestion for best approach to the Curvy Generator. (I'm very comfortable with API access and run-time creation of game object hierarchies.)
Specifically, each road will need to have a curvy generator that is basically the same. 1 road = 1 spline, yes they will be able to connect in many ways.
Should I have a curvy generator prefab that is set up with everything I need (conform path, correct shape extrusion for the roads, etc.) and just GameObject.Instanciate that prefab when I have a spline I want to "turn into" a road?
If that isn't the best way to do it, what would you suggest?
Thanks!