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07-27-2018, 11:25 PM
(This post was last modified: 07-27-2018, 11:27 PM by Sergei543071.)
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Hi,
So if I understand your issue: you have a spline controller traveling on a spline, but when it reaches the connection, it doesn't not continue on the connected spline. Correct me if I am wrong.
To be able to answer, I need you to tell me which version of Curvy you use.
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The latest version of Curvy from Asset Store is used
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Ok. Then you can find on this link the documentation that would help you: https://curvyeditor.com/documentation/controllers#connections_handling
If this doesn't help, please send me a scene reproducing your issue so I can dig into it.
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07-28-2018, 11:12 AM
(This post was last modified: 07-28-2018, 11:43 AM by Sergei543071.)
I'm working now switching randomly, how to do what would work like on the stage with the train. Where the offset to another spline is clicked.
I'm implementing my handler and so on, the main thing for me to understand is where to specify that this cube would move either directly or in the side, depending on the tick
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In a nutshell:
- Train Car Manager (TrainCarManager.cs) adds a listener to the OnControlPointReached event of Spline Controller
- In that event listner, if the reached control point has a junction meta data (MDJunctionControl.cs) , it reads its value and selects the new spline accordingly.
- The UI tick is made using Unity's UI, and it updates the junction meta data.
You can always check how the scene 12_Train.unity is set up to see precisely how things work.
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