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follow spline on instantiation
#1
Hi
What is the correct way for an instantiated prefab to follow a spline already present in scene?
So far I'm trying this in the spline controller attached to the prefab:



void Awake()
{
   var mySpline = GameObject.FindGameObjectWithTag(splinetag);
   CurvySpline mInitialSpline = mySpline.gameObject.GetComponent("CurvySpline") as CurvySpline;
   m_Spline.Refresh();
}




Any help much appreciated

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#2
nvm, this seems to work:


Code:
 public CurvySpline Spline
       {
           get
           {
               var mySpline = GameObject.FindGameObjectWithTag(splinetag);
               var m_Spline = mySpline.gameObject.GetComponent("CurvySpline") as CurvySpline;


               return m_Spline;
           }
           set
           {
               if (m_Spline != value)
               {
                   if (m_Spline != null)
                       UnbindEvents();

                   m_Spline = value;
                   if (m_Spline)
                       BindEvents();
               }
           }
       }
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#3
You shouldn't call Refresh() directly after getting the reference. Instead, get the reference in Awake (or Start) and yield in Start() until CurvySpline.IsInitialized==true. Calling Refresh() isn't necessary then.
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#4
Thumbs Up 
(11-15-2017, 06:42 PM)Jake Wrote: You shouldn't call Refresh() directly after getting the reference. Instead, get the reference in Awake (or Start) and yield in Start() until CurvySpline.IsInitialized==true. Calling Refresh() isn't necessary then.

Great, thanks for the help.
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