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Point along Spline
#1
Hello, 
   I am really enjoying this tool. 

  Sorry for the question, perhaps there is something I am missing in the logic of how splines work. 

  What I am trying to do is place a debug gizmo along the spline at a normalised value. 

  Something like; 

Code:
Gizmos.DrawSphere( thisSpline.InterpolateByDistance(speedTriggers[i].distance), 1);

Where distance is a value between 0,1. 

Regards,
Ian
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#2
Hi,
Here is the API documentation for the method you used:
https://api.curvyeditor.com/520/class_fl...cd91735d22
By reading it, you will find what went wrong. You need to use Interpolate instead.
Have a nice day
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
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#3
Ah perfect, I had tried that method but needed to start it with the transform;

Code:
Gizmos.DrawSphere(transform.position + thisSpline.Interpolate(unityTriggers[i].distance), 0.6f);
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#4
The returned position is relative to the spline's local scope. You then need to transform it to the global space (a.k.a world space) using unity's Transform's methods
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
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