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Curvy Connections Need Help
#1
I am trying to use Curvy Connections for track switching in a Train Game, However it seems buggy.  First when my connections join an existing track all my Spline Walkers (Train + Cars) immediately jump onto the destination spline, instead of walking on 1 by 1.

Also when I back up on to the Parent Spline I get a StackOverflow error:

StackOverflowException
UnityEngine.Object.CompareBaseObjects (UnityEngine.Object lhs, UnityEngine.Object rhs)
UnityEngine.Object.Equals (System.Object o)
System.Collections.Generic.EqualityComparer`1+DefaultComparer[CurvySplineSegment].Equals (.CurvySplineSegment x, .CurvySplineSegment y) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:84)
System.Array.IndexOf[CurvySplineSegment] (.CurvySplineSegment array, .CurvySplineSegment value, Int32 startIndex, Int32 count) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/Array.cs:2132)
System.Collections.Generic.List`1[CurvySplineSegment].Contains (.CurvySplineSegment item) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/List.cs:176)
CurvyConnection.Validate () (at Assets/Curvy/Base/CurvyConnection.cs:125)
CurvySplineSegment.get_Connection () (at Assets/Curvy/Base/CurvySplineSegment.cs:399)
CurvySplineSegment.GetAllConnections (Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySplineSegment.cs:641)
CurvySpline.GetConnectionsWithin (Single tf, Int32 direction, Single fDistance, Int32 minMatchesNeeded, Boolean skipCurrent, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:583)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:601)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)
CurvySpline.MoveConnection (.CurvySpline& spline, System.Single& tf, System.Int32& direction, Single fDistance, CurvyClamping clamping, Int32 minMatchesNeeded, System.String tags) (at Assets/Curvy/Base/CurvySpline.cs:614)

It just keeps going, 

Please help
 

 
Reply
#2
Hi,

whole connection handling was reworked with 2.0 (currently in beta). Would you mind to apply for beta access (see the sticky post above) and use the new system? It uses new (much superior) controllers that use simple callbacks/event handlers to switch splines or react to connections.

Jake
Reply
#3
Sure I will apply for the beta, thanks

Any chance that connections will also properly do a mesh path so they train tracks actually connect on connections?
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