Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
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.

Reply
#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);
           }
       }
Reply
#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.

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

Reply
#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 ();
Reply
#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.

Reply


Possibly Related Threads...
Thread Author Replies Views Last Post
  Change curvy gizmos to show direction of spline Horibe 1 45 11-01-2019, 07:02 PM
Last Post: _Aka_
  Reuse Curvy Generator Wanderfalke 3 206 09-24-2019, 07:07 PM
Last Post: _Aka_
Information Curvy 6.0.1 is live _Aka_ 0 145 09-09-2019, 11:56 AM
Last Post: _Aka_
Information Curvy 6.0.0 is live _Aka_ 5 566 09-06-2019, 12:49 PM
Last Post: _Aka_

Forum Jump: