Posts: 3
Threads: 1
Joined: Apr 2018
Hi
,
I just what to find out if cuvry path controller component GameObject support attach / Parenting at runtime. what I meant is that I what a GameObject A Containing Curvy Path Controller when attached or Parented to another GameObject B that is moving(Global Transform) the path & animation created should follow the parent GameObject B while moving.
Thank you for your reply
Posts: 2,114
Threads: 92
Joined: Jun 2017
Hi,
I am not sure I understood the setting your are describing.
A spline controller will follow a spline. This is true independently of the existence/movement of the controller's parent. And it will follow the spline's movement, independently from whether that spline movement is due to modifying the spline's transform or its parent's transform.
Does this answer your question?
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
Posts: 3
Threads: 1
Joined: Apr 2018
(04-21-2018, 02:30 PM)_Aka_ Wrote: Hi,
I am not sure I understood the setting your are describing.
A spline controller will follow a spline. This is true independently of the existence/movement of the controller's parent. And it will follow the spline's movement, independently from whether that spline movement is due to modifying the spline's transform or its parent's transform.
Does this answer your question?
OK I understand but is it possible at run-time, I meant after you press play?
GameObject(parent) -> Translating In Wold space
|
GameObject(With Path Controller Component)
That is what my question meant I hope is Clearer
*the path animation follows with parent*
Posts: 2,114
Threads: 92
Joined: Jun 2017
Yes it does, even at run-time
Please consider leaving a
review for Curvy, this helps immensely. Thank you.
Available for freelance work—feel free to reach out.
Posts: 3
Threads: 1
Joined: Apr 2018
(04-23-2018, 02:38 PM)_Aka_ Wrote: Yes it does, even at run-time
Wow Thanks for the response.
Am happy now.