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Unity Crash on Curvy Default Event Handler
#1
Hi,


I have connected 2 splines and a spline controller run on it. If the spline controller reach the connection it jumps to the first spline again and ignore the second one.
If I added the Curvy Default Event Handle as in Demo 03 then Unity totally crash if the SC reach the connection point.


[Image: curvy_2splinescrash.jpg]

I will post a bug report with example...
(Henry Ford) Each hour more of searching is each hour less of your live time.

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#2
Will be fixed in 2.0.5, until that edit CurvyDefaultEventHandler.cs and replace/update the below method:

Code:
public static void UseFollowUpStatic(CurvySplineMoveEventArgs e)
       {
           // we need a SplineController as well as a following spline to work with
           if (e.Sender is SplineController && e.ControlPoint.FollowUp)
           {
               var me = e.ControlPoint;
               // Follow the connected spline
               e.Follow(e.ControlPoint.FollowUp, e.ControlPoint.FollowUpHeading);
               // Set the controller to use the new spline
               SplineController controller = (SplineController)e.Sender;
               controller.Spline = e.Spline;
               controller.RelativePosition = e.TF;
               // Handle controller events for the new passed ControlPoint
               if (me.FollowUp && me.FollowUp.FollowUp!=me)
                   controller.OnControlPointReached.Invoke(e);
           }
       }
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#3
reports missing function for any reason

[Image: b02.jpg]
(Henry Ford) Each hour more of searching is each hour less of your live time.

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#4
Assign again???
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#5
yep done.. reassign, save, load, message stay
(Henry Ford) Each hour more of searching is each hour less of your live time.

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#6
hi got lot of crash on start

the curve is not refresh inplay
have try refresh manuel

public FluffyUnderware.Curvy.Generator.CurvyGenerator gg;
public CurvySpline mSpline;

// Use this for initialization
IEnumerator Start () {

yield return new WaitForSeconds(0.1f);

mSpline.Refresh();

gg.Refresh ();
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#7
I think that works different:

Code:
   IEnumerator WaitForSplineInitialized(CurvySpline Spline) {
           if (Spline) {
               // Wait until the spline is fully intialized before accessing it:
               while (!Spline.IsInitialized)
                   yield return null;
           }
       }
(Henry Ford) Each hour more of searching is each hour less of your live time.

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