05-11-2014, 02:32 AM
(This post was last modified: 05-11-2014, 02:33 AM by windterfresh.)
Here's a weird one. I've got a collection of objects, all prefabs, which each contain a CurvySpline object. Each spline already has its Segments placed. My code instantiates an object in the scene, then calls a function to add the CurvySpline from the new object into the main SplineGroup. The spline group addition works perfectly, however I want to make sure the start / end points of the splines match up, so I'm trying to get the segments. Problem is, the spline doesn't seem to know they exist, even though the path itself runs correct when objects are placed on it.
Here's my code with notes on what each debug output does:
Am I doing this wrong? Any tips on how to properly get the spline segments?
Thanks!
Here's my code with notes on what each debug output does:
Code:
private void connectBlockSplines(CurvySpline inSpline)
{
movementPathSplineGroup.Add(inSpline);
Debug.Log(inSpline.Segments.Count + " / " + inSpline.ControlPoints.Count); // Always shows 0 / 0
Debug.Log(inSpline.FirstVisibleControlPoint); // Always shows null
Debug.Log(inSpline.LastVisibleControlPoint); // Always shows null
}
Am I doing this wrong? Any tips on how to properly get the spline segments?
Thanks!